Browse Source

Merge pull request #16737 from Mugen87/dev31

TS: Clean up soft tabs in core.
Mr.doob 6 years ago
parent
commit
66fd7fa07c
66 changed files with 1505 additions and 1553 deletions
  1. 5 5
      src/animation/PropertyBinding.d.ts
  2. 2 2
      src/audio/AudioAnalyser.d.ts
  3. 8 8
      src/cameras/Camera.d.ts
  4. 2 2
      src/cameras/CubeCamera.d.ts
  5. 21 21
      src/cameras/OrthographicCamera.d.ts
  6. 53 57
      src/cameras/PerspectiveCamera.d.ts
  7. 1 1
      src/constants.d.ts
  8. 2 2
      src/core/BufferAttribute.d.ts
  9. 27 27
      src/core/BufferGeometry.d.ts
  10. 23 23
      src/core/Clock.d.ts
  11. 17 37
      src/core/EventDispatcher.d.ts
  12. 23 28
      src/core/Face3.d.ts
  13. 78 86
      src/core/Geometry.d.ts
  14. 4 4
      src/core/InstancedBufferAttribute.d.ts
  15. 2 2
      src/core/InterleavedBufferAttribute.d.ts
  16. 122 122
      src/core/Object3D.d.ts
  17. 32 32
      src/core/Raycaster.d.ts
  18. 8 8
      src/core/Uniform.d.ts
  19. 6 6
      src/extras/ImageUtils.d.ts
  20. 32 32
      src/extras/core/Curve.d.ts
  21. 6 6
      src/extras/core/CurvePath.d.ts
  22. 2 2
      src/extras/core/Path.d.ts
  23. 6 6
      src/extras/core/Shape.d.ts
  24. 0 7
      src/extras/objects/ImmediateRenderObject.d.ts
  25. 7 7
      src/geometries/BoxGeometry.d.ts
  26. 7 7
      src/geometries/CylinderGeometry.d.ts
  27. 10 10
      src/geometries/SphereGeometry.d.ts
  28. 4 4
      src/helpers/BoxHelper.d.ts
  29. 1 1
      src/helpers/FaceNormalsHelper.d.ts
  30. 2 2
      src/helpers/GridHelper.d.ts
  31. 3 7
      src/lights/AmbientLight.d.ts
  32. 5 5
      src/lights/DirectionalLight.d.ts
  33. 20 20
      src/lights/Light.d.ts
  34. 6 6
      src/lights/PointLight.d.ts
  35. 15 15
      src/lights/SpotLight.d.ts
  36. 3 3
      src/loaders/ImageLoader.d.ts
  37. 20 20
      src/loaders/Loader.d.ts
  38. 18 18
      src/loaders/LoadingManager.d.ts
  39. 4 4
      src/loaders/TextureLoader.d.ts
  40. 101 101
      src/materials/Material.d.ts
  41. 2 2
      src/materials/MeshPhongMaterial.d.ts
  42. 2 2
      src/materials/ShaderMaterial.d.ts
  43. 4 4
      src/math/Box2.d.ts
  44. 6 6
      src/math/Box3.d.ts
  45. 46 46
      src/math/Color.d.ts
  46. 2 2
      src/math/Frustum.d.ts
  47. 37 37
      src/math/Math.d.ts
  48. 34 34
      src/math/Matrix3.d.ts
  49. 84 84
      src/math/Matrix4.d.ts
  50. 2 2
      src/math/Plane.d.ts
  51. 34 34
      src/math/Quaternion.d.ts
  52. 6 6
      src/math/Ray.d.ts
  53. 198 198
      src/math/Vector2.d.ts
  54. 80 80
      src/math/Vector3.d.ts
  55. 57 57
      src/math/Vector4.d.ts
  56. 2 2
      src/objects/LOD.d.ts
  57. 7 7
      src/objects/Points.d.ts
  58. 2 2
      src/objects/Skeleton.d.ts
  59. 9 9
      src/polyfills.d.ts
  60. 20 20
      src/renderers/WebGLRenderTarget.d.ts
  61. 143 143
      src/renderers/WebGLRenderer.d.ts
  62. 4 4
      src/renderers/webgl/WebGLProgram.d.ts
  63. 2 2
      src/renderers/webgl/WebGLShadowMap.d.ts
  64. 7 7
      src/scenes/Fog.d.ts
  65. 3 3
      src/scenes/FogExp2.d.ts
  66. 4 4
      src/scenes/Scene.d.ts

+ 5 - 5
src/animation/PropertyBinding.d.ts

@@ -31,12 +31,12 @@ export class PropertyBinding {
 export namespace PropertyBinding {
 export namespace PropertyBinding {
 	export class Composite {
 	export class Composite {
 
 
-  	constructor( targetGroup: any, path: any, parsedPath?: any );
+		constructor( targetGroup: any, path: any, parsedPath?: any );
 
 
-  	getValue( array: any, offset: number ): any;
-  	setValue( array: any, offset: number ): void;
-  	bind(): void;
-  	unbind(): void;
+		getValue( array: any, offset: number ): any;
+		setValue( array: any, offset: number ): void;
+		bind(): void;
+		unbind(): void;
 
 
 	}
 	}
 }
 }

+ 2 - 2
src/audio/AudioAnalyser.d.ts

@@ -9,8 +9,8 @@ export class AudioAnalyser {
 	getAverageFrequency(): number;
 	getAverageFrequency(): number;
 
 
 	/**
 	/**
-   * @deprecated Use {@link AudioAnalyser#getFrequencyData .getFrequencyData()} instead.
-   */
+	 * @deprecated Use {@link AudioAnalyser#getFrequencyData .getFrequencyData()} instead.
+	 */
 	getData( file: any ): any;
 	getData( file: any ): any;
 
 
 }
 }

+ 8 - 8
src/cameras/Camera.d.ts

@@ -10,23 +10,23 @@ import { Object3D } from './../core/Object3D';
 export class Camera extends Object3D {
 export class Camera extends Object3D {
 
 
 	/**
 	/**
-   * This constructor sets following properties to the correct type: matrixWorldInverse, projectionMatrix and projectionMatrixInverse.
-   */
+	 * This constructor sets following properties to the correct type: matrixWorldInverse, projectionMatrix and projectionMatrixInverse.
+	 */
 	constructor();
 	constructor();
 
 
 	/**
 	/**
-   * This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.
-   */
+	 * This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.
+	 */
 	matrixWorldInverse: Matrix4;
 	matrixWorldInverse: Matrix4;
 
 
 	/**
 	/**
-   * This is the matrix which contains the projection.
-   */
+	 * This is the matrix which contains the projection.
+	 */
 	projectionMatrix: Matrix4;
 	projectionMatrix: Matrix4;
 
 
 	/**
 	/**
-   * This is the inverse of projectionMatrix.
-   */
+	 * This is the inverse of projectionMatrix.
+	 */
 	projectionMatrixInverse: Matrix4;
 	projectionMatrixInverse: Matrix4;
 
 
 	isCamera: true;
 	isCamera: true;

+ 2 - 2
src/cameras/CubeCamera.d.ts

@@ -12,8 +12,8 @@ export class CubeCamera extends Object3D {
 	renderTarget: WebGLRenderTargetCube;
 	renderTarget: WebGLRenderTargetCube;
 
 
 	/**
 	/**
-   * @deprecated Use {@link CubeCamera#update .update()} instead
-   */
+	 * @deprecated Use {@link CubeCamera#update .update()} instead
+	 */
 	//updateCubeMap(renderer: Renderer, scene: Scene): void;
 	//updateCubeMap(renderer: Renderer, scene: Scene): void;
 
 
 	update( renderer: WebGLRenderer, scene: Scene ): void;
 	update( renderer: WebGLRenderer, scene: Scene ): void;

+ 21 - 21
src/cameras/OrthographicCamera.d.ts

@@ -12,13 +12,13 @@ import { Camera } from './Camera';
 export class OrthographicCamera extends Camera {
 export class OrthographicCamera extends Camera {
 
 
 	/**
 	/**
-   * @param left Camera frustum left plane.
-   * @param right Camera frustum right plane.
-   * @param top Camera frustum top plane.
-   * @param bottom Camera frustum bottom plane.
-   * @param near Camera frustum near plane.
-   * @param far Camera frustum far plane.
-   */
+	 * @param left Camera frustum left plane.
+	 * @param right Camera frustum right plane.
+	 * @param top Camera frustum top plane.
+	 * @param bottom Camera frustum bottom plane.
+	 * @param near Camera frustum near plane.
+	 * @param far Camera frustum far plane.
+	 */
 	constructor(
 	constructor(
 		left: number,
 		left: number,
 		right: number,
 		right: number,
@@ -44,38 +44,38 @@ export class OrthographicCamera extends Camera {
 	};
 	};
 
 
 	/**
 	/**
-   * Camera frustum left plane.
-   */
+	 * Camera frustum left plane.
+	 */
 	left: number;
 	left: number;
 
 
 	/**
 	/**
-   * Camera frustum right plane.
-   */
+	 * Camera frustum right plane.
+	 */
 	right: number;
 	right: number;
 
 
 	/**
 	/**
-   * Camera frustum top plane.
-   */
+	 * Camera frustum top plane.
+	 */
 	top: number;
 	top: number;
 
 
 	/**
 	/**
-   * Camera frustum bottom plane.
-   */
+	 * Camera frustum bottom plane.
+	 */
 	bottom: number;
 	bottom: number;
 
 
 	/**
 	/**
-   * Camera frustum near plane.
-   */
+	 * Camera frustum near plane.
+	 */
 	near: number;
 	near: number;
 
 
 	/**
 	/**
-   * Camera frustum far plane.
-   */
+	 * Camera frustum far plane.
+	 */
 	far: number;
 	far: number;
 
 
 	/**
 	/**
-   * Updates the camera projection matrix. Must be called after change of parameters.
-   */
+	 * Updates the camera projection matrix. Must be called after change of parameters.
+	 */
 	updateProjectionMatrix(): void;
 	updateProjectionMatrix(): void;
 	setViewOffset(
 	setViewOffset(
 		fullWidth: number,
 		fullWidth: number,

+ 53 - 57
src/cameras/PerspectiveCamera.d.ts

@@ -3,20 +3,16 @@ import { Camera } from './Camera';
 /**
 /**
  * Camera with perspective projection.
  * Camera with perspective projection.
  *
  *
- * # example
- *     var camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
- *     scene.add( camera );
- *
  * @source https://github.com/mrdoob/three.js/blob/master/src/cameras/PerspectiveCamera.js
  * @source https://github.com/mrdoob/three.js/blob/master/src/cameras/PerspectiveCamera.js
  */
  */
 export class PerspectiveCamera extends Camera {
 export class PerspectiveCamera extends Camera {
 
 
 	/**
 	/**
-   * @param fov Camera frustum vertical field of view. Default value is 50.
-   * @param aspect Camera frustum aspect ratio. Default value is 1.
-   * @param near Camera frustum near plane. Default value is 0.1.
-   * @param far Camera frustum far plane. Default value is 2000.
-   */
+	 * @param fov Camera frustum vertical field of view. Default value is 50.
+	 * @param aspect Camera frustum aspect ratio. Default value is 1.
+	 * @param near Camera frustum near plane. Default value is 0.1.
+	 * @param far Camera frustum far plane. Default value is 2000.
+	 */
 	constructor( fov?: number, aspect?: number, near?: number, far?: number );
 	constructor( fov?: number, aspect?: number, near?: number, far?: number );
 
 
 	type: 'PerspectiveCamera';
 	type: 'PerspectiveCamera';
@@ -26,23 +22,23 @@ export class PerspectiveCamera extends Camera {
 	zoom: number;
 	zoom: number;
 
 
 	/**
 	/**
-   * Camera frustum vertical field of view, from bottom to top of view, in degrees.
-   */
+	 * Camera frustum vertical field of view, from bottom to top of view, in degrees.
+	 */
 	fov: number;
 	fov: number;
 
 
 	/**
 	/**
-   * Camera frustum aspect ratio, window width divided by window height.
-   */
+	 * Camera frustum aspect ratio, window width divided by window height.
+	 */
 	aspect: number;
 	aspect: number;
 
 
 	/**
 	/**
-   * Camera frustum near plane.
-   */
+	 * Camera frustum near plane.
+	 */
 	near: number;
 	near: number;
 
 
 	/**
 	/**
-   * Camera frustum far plane.
-   */
+	 * Camera frustum far plane.
+	 */
 	far: number;
 	far: number;
 
 
 	focus: number;
 	focus: number;
@@ -65,42 +61,42 @@ export class PerspectiveCamera extends Camera {
 	getFilmHeight(): number;
 	getFilmHeight(): number;
 
 
 	/**
 	/**
-   * Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
-   * For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:
-   *
-   *     +---+---+---+
-   *     | A | B | C |
-   *     +---+---+---+
-   *     | D | E | F |
-   *     +---+---+---+
-   *
-   * then for each monitor you would call it like this:
-   *
-   *     var w = 1920;
-   *     var h = 1080;
-   *     var fullWidth = w * 3;
-   *     var fullHeight = h * 2;
-   *
-   *     // A
-   *     camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
-   *     // B
-   *     camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
-   *     // C
-   *     camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
-   *     // D
-   *     camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
-   *     // E
-   *     camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
-   *     // F
-   *     camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); Note there is no reason monitors have to be the same size or in a grid.
-   *
-   * @param fullWidth full width of multiview setup
-   * @param fullHeight full height of multiview setup
-   * @param x horizontal offset of subcamera
-   * @param y vertical offset of subcamera
-   * @param width width of subcamera
-   * @param height height of subcamera
-   */
+	 * Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
+	 * For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:
+	 *
+	 *		 +---+---+---+
+	 *		 | A | B | C |
+	 *		 +---+---+---+
+	 *		 | D | E | F |
+	 *		 +---+---+---+
+	 *
+	 * then for each monitor you would call it like this:
+	 *
+	 *		 var w = 1920;
+	 *		 var h = 1080;
+	 *		 var fullWidth = w * 3;
+	 *		 var fullHeight = h * 2;
+	 *
+	 *		 // A
+	 *		 camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
+	 *		 // B
+	 *		 camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
+	 *		 // C
+	 *		 camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
+	 *		 // D
+	 *		 camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
+	 *		 // E
+	 *		 camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
+	 *		 // F
+	 *		 camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); Note there is no reason monitors have to be the same size or in a grid.
+	 *
+	 * @param fullWidth full width of multiview setup
+	 * @param fullHeight full height of multiview setup
+	 * @param x horizontal offset of subcamera
+	 * @param y vertical offset of subcamera
+	 * @param width width of subcamera
+	 * @param height height of subcamera
+	 */
 	setViewOffset(
 	setViewOffset(
 		fullWidth: number,
 		fullWidth: number,
 		fullHeight: number,
 		fullHeight: number,
@@ -112,14 +108,14 @@ export class PerspectiveCamera extends Camera {
 	clearViewOffset(): void;
 	clearViewOffset(): void;
 
 
 	/**
 	/**
-   * Updates the camera projection matrix. Must be called after change of parameters.
-   */
+	 * Updates the camera projection matrix. Must be called after change of parameters.
+	 */
 	updateProjectionMatrix(): void;
 	updateProjectionMatrix(): void;
 	toJSON( meta?: any ): any;
 	toJSON( meta?: any ): any;
 
 
 	/**
 	/**
-   * @deprecated Use {@link PerspectiveCamera#setFocalLength .setFocalLength()} and {@link PerspectiveCamera#filmGauge .filmGauge} instead.
-   */
+	 * @deprecated Use {@link PerspectiveCamera#setFocalLength .setFocalLength()} and {@link PerspectiveCamera#filmGauge .filmGauge} instead.
+	 */
 	setLens( focalLength: number, frameHeight?: number ): void;
 	setLens( focalLength: number, frameHeight?: number ): void;
 
 
 }
 }

+ 1 - 1
src/constants.d.ts

@@ -54,7 +54,7 @@ export const CustomBlending: Blending;
 
 
 // custom blending equations
 // custom blending equations
 // (numbers start from 100 not to clash with other
 // (numbers start from 100 not to clash with other
-//  mappings to OpenGL constants defined in Texture.js)
+// mappings to OpenGL constants defined in Texture.js)
 export enum BlendingEquation {}
 export enum BlendingEquation {}
 export const AddEquation: BlendingEquation;
 export const AddEquation: BlendingEquation;
 export const SubtractEquation: BlendingEquation;
 export const SubtractEquation: BlendingEquation;

+ 2 - 2
src/core/BufferAttribute.d.ts

@@ -58,8 +58,8 @@ export class BufferAttribute {
 		w: number
 		w: number
 	): BufferAttribute;
 	): BufferAttribute;
 	/**
 	/**
-   * @deprecated Use {@link BufferAttribute#count .count} instead.
-   */
+	 * @deprecated Use {@link BufferAttribute#count .count} instead.
+	 */
 	length: number;
 	length: number;
 
 
 }
 }

+ 27 - 27
src/core/BufferGeometry.d.ts

@@ -20,15 +20,15 @@ import { InterleavedBufferAttribute } from './InterleavedBufferAttribute';
 export class BufferGeometry extends EventDispatcher {
 export class BufferGeometry extends EventDispatcher {
 
 
 	/**
 	/**
-   * This creates a new BufferGeometry. It also sets several properties to an default value.
-   */
+	 * This creates a new BufferGeometry. It also sets several properties to an default value.
+	 */
 	constructor();
 	constructor();
 
 
 	static MaxIndex: number;
 	static MaxIndex: number;
 
 
 	/**
 	/**
-   * Unique number of this buffergeometry instance
-   */
+	 * Unique number of this buffergeometry instance
+	 */
 	id: number;
 	id: number;
 	uuid: string;
 	uuid: string;
 	name: string;
 	name: string;
@@ -61,8 +61,8 @@ export class BufferGeometry extends EventDispatcher {
 	setDrawRange( start: number, count: number ): void;
 	setDrawRange( start: number, count: number ): void;
 
 
 	/**
 	/**
-   * Bakes matrix transform directly into vertex coordinates.
-   */
+	 * Bakes matrix transform directly into vertex coordinates.
+	 */
 	applyMatrix( matrix: Matrix4 ): BufferGeometry;
 	applyMatrix( matrix: Matrix4 ): BufferGeometry;
 
 
 	rotateX( angle: number ): BufferGeometry;
 	rotateX( angle: number ): BufferGeometry;
@@ -83,20 +83,20 @@ export class BufferGeometry extends EventDispatcher {
 	fromDirectGeometry( geometry: DirectGeometry ): BufferGeometry;
 	fromDirectGeometry( geometry: DirectGeometry ): BufferGeometry;
 
 
 	/**
 	/**
-   * Computes bounding box of the geometry, updating Geometry.boundingBox attribute.
-   * Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are null.
-   */
+	 * Computes bounding box of the geometry, updating Geometry.boundingBox attribute.
+	 * Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are null.
+	 */
 	computeBoundingBox(): void;
 	computeBoundingBox(): void;
 
 
 	/**
 	/**
-   * Computes bounding sphere of the geometry, updating Geometry.boundingSphere attribute.
-   * Bounding spheres aren't' computed by default. They need to be explicitly computed, otherwise they are null.
-   */
+	 * Computes bounding sphere of the geometry, updating Geometry.boundingSphere attribute.
+	 * Bounding spheres aren't' computed by default. They need to be explicitly computed, otherwise they are null.
+	 */
 	computeBoundingSphere(): void;
 	computeBoundingSphere(): void;
 
 
 	/**
 	/**
-   * Computes vertex normals by averaging face normals.
-   */
+	 * Computes vertex normals by averaging face normals.
+	 */
 	computeVertexNormals(): void;
 	computeVertexNormals(): void;
 
 
 	merge( geometry: BufferGeometry, offset: number ): BufferGeometry;
 	merge( geometry: BufferGeometry, offset: number ): BufferGeometry;
@@ -109,34 +109,34 @@ export class BufferGeometry extends EventDispatcher {
 	copy( source: BufferGeometry ): this;
 	copy( source: BufferGeometry ): this;
 
 
 	/**
 	/**
-   * Disposes the object from memory.
-   * You need to call this when you want the bufferGeometry removed while the application is running.
-   */
+	 * Disposes the object from memory.
+	 * You need to call this when you want the bufferGeometry removed while the application is running.
+	 */
 	dispose(): void;
 	dispose(): void;
 
 
 	/**
 	/**
-   * @deprecated Use {@link BufferGeometry#groups .groups} instead.
-   */
+	 * @deprecated Use {@link BufferGeometry#groups .groups} instead.
+	 */
 	drawcalls: any;
 	drawcalls: any;
 
 
 	/**
 	/**
-   * @deprecated Use {@link BufferGeometry#groups .groups} instead.
-   */
+	 * @deprecated Use {@link BufferGeometry#groups .groups} instead.
+	 */
 	offsets: any;
 	offsets: any;
 
 
 	/**
 	/**
-   * @deprecated Use {@link BufferGeometry#setIndex .setIndex()} instead.
-   */
+	 * @deprecated Use {@link BufferGeometry#setIndex .setIndex()} instead.
+	 */
 	addIndex( index: any ): void;
 	addIndex( index: any ): void;
 
 
 	/**
 	/**
-   * @deprecated Use {@link BufferGeometry#addGroup .addGroup()} instead.
-   */
+	 * @deprecated Use {@link BufferGeometry#addGroup .addGroup()} instead.
+	 */
 	addDrawCall( start: any, count: any, indexOffset?: any ): void;
 	addDrawCall( start: any, count: any, indexOffset?: any ): void;
 
 
 	/**
 	/**
-   * @deprecated Use {@link BufferGeometry#clearGroups .clearGroups()} instead.
-   */
+	 * @deprecated Use {@link BufferGeometry#clearGroups .clearGroups()} instead.
+	 */
 	clearDrawCalls(): void;
 	clearDrawCalls(): void;
 
 
 	addAttribute( name: any, array: any, itemSize: any ): any;
 	addAttribute( name: any, array: any, itemSize: any ): any;

+ 23 - 23
src/core/Clock.d.ts

@@ -6,56 +6,56 @@
 export class Clock {
 export class Clock {
 
 
 	/**
 	/**
-   * @param autoStart Automatically start the clock.
-   */
+	 * @param autoStart Automatically start the clock.
+	 */
 	constructor( autoStart?: boolean );
 	constructor( autoStart?: boolean );
 
 
 	/**
 	/**
-   * If set, starts the clock automatically when the first update is called.
-   */
+	 * If set, starts the clock automatically when the first update is called.
+	 */
 	autoStart: boolean;
 	autoStart: boolean;
 
 
 	/**
 	/**
-   * When the clock is running, It holds the starttime of the clock.
-   * This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
-   */
+	 * When the clock is running, It holds the starttime of the clock.
+	 * This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
+	 */
 	startTime: number;
 	startTime: number;
 
 
 	/**
 	/**
-   * When the clock is running, It holds the previous time from a update.
-   * This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
-   */
+	 * When the clock is running, It holds the previous time from a update.
+	 * This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
+	 */
 	oldTime: number;
 	oldTime: number;
 
 
 	/**
 	/**
-   * When the clock is running, It holds the time elapsed between the start of the clock to the previous update.
-   * This parameter is in seconds of three decimal places.
-   */
+	 * When the clock is running, It holds the time elapsed between the start of the clock to the previous update.
+	 * This parameter is in seconds of three decimal places.
+	 */
 	elapsedTime: number;
 	elapsedTime: number;
 
 
 	/**
 	/**
-   * This property keeps track whether the clock is running or not.
-   */
+	 * This property keeps track whether the clock is running or not.
+	 */
 	running: boolean;
 	running: boolean;
 
 
 	/**
 	/**
-   * Starts clock.
-   */
+	 * Starts clock.
+	 */
 	start(): void;
 	start(): void;
 
 
 	/**
 	/**
-   * Stops clock.
-   */
+	 * Stops clock.
+	 */
 	stop(): void;
 	stop(): void;
 
 
 	/**
 	/**
-   * Get the seconds passed since the clock started.
-   */
+	 * Get the seconds passed since the clock started.
+	 */
 	getElapsedTime(): number;
 	getElapsedTime(): number;
 
 
 	/**
 	/**
-   * Get the seconds passed since the last call to this method.
-   */
+	 * Get the seconds passed since the last call to this method.
+	 */
 	getDelta(): number;
 	getDelta(): number;
 
 
 }
 }

+ 17 - 37
src/core/EventDispatcher.d.ts

@@ -3,60 +3,40 @@ import { Event } from './Face3';
 /**
 /**
  * JavaScript events for custom objects
  * JavaScript events for custom objects
  *
  *
- * # Example
- *     var Car = function () {
- *
- *         EventDispatcher.call( this );
- *         this.start = function () {
- *
- *             this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
- *
- *         };
- *
- *     };
- *
- *     var car = new Car();
- *     car.addEventListener( 'start', function ( event ) {
- *
- *         alert( event.message );
- *
- *     } );
- *     car.start();
- *
  * @source src/core/EventDispatcher.js
  * @source src/core/EventDispatcher.js
  */
  */
 export class EventDispatcher {
 export class EventDispatcher {
 
 
 	/**
 	/**
-   * Creates eventDispatcher object. It needs to be call with '.call' to add the functionality to an object.
-   */
+	 * Creates eventDispatcher object. It needs to be call with '.call' to add the functionality to an object.
+	 */
 	constructor();
 	constructor();
 
 
 	/**
 	/**
-   * Adds a listener to an event type.
-   * @param type The type of event to listen to.
-   * @param listener The function that gets called when the event is fired.
-   */
+	 * Adds a listener to an event type.
+	 * @param type The type of event to listen to.
+	 * @param listener The function that gets called when the event is fired.
+	 */
 	addEventListener( type: string, listener: ( event: Event ) => void ): void;
 	addEventListener( type: string, listener: ( event: Event ) => void ): void;
 
 
 	/**
 	/**
-   * Checks if listener is added to an event type.
-   * @param type The type of event to listen to.
-   * @param listener The function that gets called when the event is fired.
-   */
+	 * Checks if listener is added to an event type.
+	 * @param type The type of event to listen to.
+	 * @param listener The function that gets called when the event is fired.
+	 */
 	hasEventListener( type: string, listener: ( event: Event ) => void ): boolean;
 	hasEventListener( type: string, listener: ( event: Event ) => void ): boolean;
 
 
 	/**
 	/**
-   * Removes a listener from an event type.
-   * @param type The type of the listener that gets removed.
-   * @param listener The listener function that gets removed.
-   */
+	 * Removes a listener from an event type.
+	 * @param type The type of the listener that gets removed.
+	 * @param listener The listener function that gets removed.
+	 */
 	removeEventListener( type: string, listener: ( event: Event ) => void ): void;
 	removeEventListener( type: string, listener: ( event: Event ) => void ): void;
 
 
 	/**
 	/**
-   * Fire an event type.
-   * @param type The type of event that gets fired.
-   */
+	 * Fire an event type.
+	 * @param type The type of event that gets fired.
+	 */
 	dispatchEvent( event: { type: string; [attachment: string]: any } ): void;
 	dispatchEvent( event: { type: string; [attachment: string]: any } ): void;
 
 
 }
 }

+ 23 - 28
src/core/Face3.d.ts

@@ -10,23 +10,18 @@ export interface Event {
 /**
 /**
  * Triangle face.
  * Triangle face.
  *
  *
- * # Example
- *     var normal = new THREE.Vector3( 0, 1, 0 );
- *     var color = new THREE.Color( 0xffaa00 );
- *     var face = new THREE.Face3( 0, 1, 2, normal, color, 0 );
- *
  * @source https://github.com/mrdoob/three.js/blob/master/src/core/Face3.js
  * @source https://github.com/mrdoob/three.js/blob/master/src/core/Face3.js
  */
  */
 export class Face3 {
 export class Face3 {
 
 
 	/**
 	/**
-   * @param a Vertex A index.
-   * @param b Vertex B index.
-   * @param c Vertex C index.
-   * @param normal Face normal or array of vertex normals.
-   * @param color Face color or array of vertex colors.
-   * @param materialIndex Material index.
-   */
+	 * @param a Vertex A index.
+	 * @param b Vertex B index.
+	 * @param c Vertex C index.
+	 * @param normal Face normal or array of vertex normals.
+	 * @param color Face color or array of vertex colors.
+	 * @param materialIndex Material index.
+	 */
 	constructor(
 	constructor(
 		a: number,
 		a: number,
 		b: number,
 		b: number,
@@ -61,43 +56,43 @@ export class Face3 {
 	);
 	);
 
 
 	/**
 	/**
-   * Vertex A index.
-   */
+	 * Vertex A index.
+	 */
 	a: number;
 	a: number;
 
 
 	/**
 	/**
-   * Vertex B index.
-   */
+	 * Vertex B index.
+	 */
 	b: number;
 	b: number;
 
 
 	/**
 	/**
-   * Vertex C index.
-   */
+	 * Vertex C index.
+	 */
 	c: number;
 	c: number;
 
 
 	/**
 	/**
-   * Face normal.
-   */
+	 * Face normal.
+	 */
 	normal: Vector3;
 	normal: Vector3;
 
 
 	/**
 	/**
-   * Array of 4 vertex normals.
-   */
+	 * Array of 4 vertex normals.
+	 */
 	vertexNormals: Vector3[];
 	vertexNormals: Vector3[];
 
 
 	/**
 	/**
-   * Face color.
-   */
+	 * Face color.
+	 */
 	color: Color;
 	color: Color;
 
 
 	/**
 	/**
-   * Array of 4 vertex normals.
-   */
+	 * Array of 4 vertex normals.
+	 */
 	vertexColors: Color[];
 	vertexColors: Color[];
 
 
 	/**
 	/**
-   * Material index (points to {@link Geometry.materials}).
-   */
+	 * Material index (points to {@link Geometry.materials}).
+	 */
 	materialIndex: number;
 	materialIndex: number;
 
 
 	clone(): this;
 	clone(): this;

+ 78 - 86
src/core/Geometry.d.ts

@@ -37,14 +37,6 @@ export let GeometryIdCount: number;
 /**
 /**
  * Base class for geometries
  * Base class for geometries
  *
  *
- * # Example
- *     var geometry = new THREE.Geometry();
- *     geometry.vertices.push( new THREE.Vector3( -10, 10, 0 ) );
- *     geometry.vertices.push( new THREE.Vector3( -10, -10, 0 ) );
- *     geometry.vertices.push( new THREE.Vector3( 10, -10, 0 ) );
- *     geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );
- *     geometry.computeBoundingSphere();
- *
  * @see https://github.com/mrdoob/three.js/blob/master/src/core/Geometry.js
  * @see https://github.com/mrdoob/three.js/blob/master/src/core/Geometry.js
  */
  */
 export class Geometry extends EventDispatcher {
 export class Geometry extends EventDispatcher {
@@ -52,126 +44,126 @@ export class Geometry extends EventDispatcher {
 	constructor();
 	constructor();
 
 
 	/**
 	/**
-   * Unique number of this geometry instance
-   */
+	 * Unique number of this geometry instance
+	 */
 	id: number;
 	id: number;
 
 
 	uuid: string;
 	uuid: string;
 
 
 	/**
 	/**
-   * Name for this geometry. Default is an empty string.
-   */
+	 * Name for this geometry. Default is an empty string.
+	 */
 	name: string;
 	name: string;
 
 
 	type: string;
 	type: string;
 
 
 	/**
 	/**
-   * The array of vertices hold every position of points of the model.
-   * To signal an update in this array, Geometry.verticesNeedUpdate needs to be set to true.
-   */
+	 * The array of vertices hold every position of points of the model.
+	 * To signal an update in this array, Geometry.verticesNeedUpdate needs to be set to true.
+	 */
 	vertices: Vector3[];
 	vertices: Vector3[];
 
 
 	/**
 	/**
-   * Array of vertex colors, matching number and order of vertices.
-   * Used in ParticleSystem, Line and Ribbon.
-   * Meshes use per-face-use-of-vertex colors embedded directly in faces.
-   * To signal an update in this array, Geometry.colorsNeedUpdate needs to be set to true.
-   */
+	 * Array of vertex colors, matching number and order of vertices.
+	 * Used in ParticleSystem, Line and Ribbon.
+	 * Meshes use per-face-use-of-vertex colors embedded directly in faces.
+	 * To signal an update in this array, Geometry.colorsNeedUpdate needs to be set to true.
+	 */
 	colors: Color[];
 	colors: Color[];
 
 
 	/**
 	/**
-   * Array of triangles or/and quads.
-   * The array of faces describe how each vertex in the model is connected with each other.
-   * To signal an update in this array, Geometry.elementsNeedUpdate needs to be set to true.
-   */
+	 * Array of triangles or/and quads.
+	 * The array of faces describe how each vertex in the model is connected with each other.
+	 * To signal an update in this array, Geometry.elementsNeedUpdate needs to be set to true.
+	 */
 	faces: Face3[];
 	faces: Face3[];
 
 
 	/**
 	/**
-   * Array of face UV layers.
-   * Each UV layer is an array of UV matching order and number of vertices in faces.
-   * To signal an update in this array, Geometry.uvsNeedUpdate needs to be set to true.
-   */
+	 * Array of face UV layers.
+	 * Each UV layer is an array of UV matching order and number of vertices in faces.
+	 * To signal an update in this array, Geometry.uvsNeedUpdate needs to be set to true.
+	 */
 	faceVertexUvs: Vector2[][][];
 	faceVertexUvs: Vector2[][][];
 
 
 	/**
 	/**
-   * Array of morph targets. Each morph target is a Javascript object:
-   *
-   *     { name: "targetName", vertices: [ new THREE.Vector3(), ... ] }
-   *
-   * Morph vertices match number and order of primary vertices.
-   */
+	 * Array of morph targets. Each morph target is a Javascript object:
+	 *
+	 *		 { name: "targetName", vertices: [ new THREE.Vector3(), ... ] }
+	 *
+	 * Morph vertices match number and order of primary vertices.
+	 */
 	morphTargets: MorphTarget[];
 	morphTargets: MorphTarget[];
 
 
 	/**
 	/**
-   * Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
-   *
-   *     morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }
-   */
+	 * Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
+	 *
+	 *		 morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }
+	 */
 	morphNormals: MorphNormals[];
 	morphNormals: MorphNormals[];
 
 
 	/**
 	/**
-   * Array of skinning weights, matching number and order of vertices.
-   */
+	 * Array of skinning weights, matching number and order of vertices.
+	 */
 	skinWeights: Vector4[];
 	skinWeights: Vector4[];
 
 
 	/**
 	/**
-   * Array of skinning indices, matching number and order of vertices.
-   */
+	 * Array of skinning indices, matching number and order of vertices.
+	 */
 	skinIndices: Vector4[];
 	skinIndices: Vector4[];
 
 
 	/**
 	/**
-   *
-   */
+	 *
+	 */
 	lineDistances: number[];
 	lineDistances: number[];
 
 
 	/**
 	/**
-   * Bounding box.
-   */
+	 * Bounding box.
+	 */
 	boundingBox: Box3;
 	boundingBox: Box3;
 
 
 	/**
 	/**
-   * Bounding sphere.
-   */
+	 * Bounding sphere.
+	 */
 	boundingSphere: Sphere;
 	boundingSphere: Sphere;
 
 
 	/**
 	/**
-   * Set to true if the vertices array has been updated.
-   */
+	 * Set to true if the vertices array has been updated.
+	 */
 	verticesNeedUpdate: boolean;
 	verticesNeedUpdate: boolean;
 
 
 	/**
 	/**
-   * Set to true if the faces array has been updated.
-   */
+	 * Set to true if the faces array has been updated.
+	 */
 	elementsNeedUpdate: boolean;
 	elementsNeedUpdate: boolean;
 
 
 	/**
 	/**
-   * Set to true if the uvs array has been updated.
-   */
+	 * Set to true if the uvs array has been updated.
+	 */
 	uvsNeedUpdate: boolean;
 	uvsNeedUpdate: boolean;
 
 
 	/**
 	/**
-   * Set to true if the normals array has been updated.
-   */
+	 * Set to true if the normals array has been updated.
+	 */
 	normalsNeedUpdate: boolean;
 	normalsNeedUpdate: boolean;
 
 
 	/**
 	/**
-   * Set to true if the colors array has been updated.
-   */
+	 * Set to true if the colors array has been updated.
+	 */
 	colorsNeedUpdate: boolean;
 	colorsNeedUpdate: boolean;
 
 
 	/**
 	/**
-   * Set to true if the linedistances array has been updated.
-   */
+	 * Set to true if the linedistances array has been updated.
+	 */
 	lineDistancesNeedUpdate: boolean;
 	lineDistancesNeedUpdate: boolean;
 
 
 	/**
 	/**
-   *
-   */
+	 *
+	 */
 	groupsNeedUpdate: boolean;
 	groupsNeedUpdate: boolean;
 
 
 	/**
 	/**
-   * Bakes matrix transform directly into vertex coordinates.
-   */
+	 * Bakes matrix transform directly into vertex coordinates.
+	 */
 	applyMatrix( matrix: Matrix4 ): Geometry;
 	applyMatrix( matrix: Matrix4 ): Geometry;
 
 
 	rotateX( angle: number ): Geometry;
 	rotateX( angle: number ): Geometry;
@@ -189,35 +181,35 @@ export class Geometry extends EventDispatcher {
 	normalize(): Geometry;
 	normalize(): Geometry;
 
 
 	/**
 	/**
-   * Computes face normals.
-   */
+	 * Computes face normals.
+	 */
 	computeFaceNormals(): void;
 	computeFaceNormals(): void;
 
 
 	/**
 	/**
-   * Computes vertex normals by averaging face normals.
-   * Face normals must be existing / computed beforehand.
-   */
+	 * Computes vertex normals by averaging face normals.
+	 * Face normals must be existing / computed beforehand.
+	 */
 	computeVertexNormals( areaWeighted?: boolean ): void;
 	computeVertexNormals( areaWeighted?: boolean ): void;
 
 
 	/**
 	/**
-   * Compute vertex normals, but duplicating face normals.
-   */
+	 * Compute vertex normals, but duplicating face normals.
+	 */
 	computeFlatVertexNormals(): void;
 	computeFlatVertexNormals(): void;
 
 
 	/**
 	/**
-   * Computes morph normals.
-   */
+	 * Computes morph normals.
+	 */
 	computeMorphNormals(): void;
 	computeMorphNormals(): void;
 
 
 	/**
 	/**
-   * Computes bounding box of the geometry, updating {@link Geometry.boundingBox} attribute.
-   */
+	 * Computes bounding box of the geometry, updating {@link Geometry.boundingBox} attribute.
+	 */
 	computeBoundingBox(): void;
 	computeBoundingBox(): void;
 
 
 	/**
 	/**
-   * Computes bounding sphere of the geometry, updating Geometry.boundingSphere attribute.
-   * Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed, otherwise they are null.
-   */
+	 * Computes bounding sphere of the geometry, updating Geometry.boundingSphere attribute.
+	 * Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed, otherwise they are null.
+	 */
 	computeBoundingSphere(): void;
 	computeBoundingSphere(): void;
 
 
 	merge(
 	merge(
@@ -229,9 +221,9 @@ export class Geometry extends EventDispatcher {
 	mergeMesh( mesh: Mesh ): void;
 	mergeMesh( mesh: Mesh ): void;
 
 
 	/**
 	/**
-   * Checks for duplicate vertices using hashmap.
-   * Duplicated vertices are removed and faces' vertices are updated.
-   */
+	 * Checks for duplicate vertices using hashmap.
+	 * Duplicated vertices are removed and faces' vertices are updated.
+	 */
 	mergeVertices(): number;
 	mergeVertices(): number;
 
 
 	setFromPoints( points: Array<Vector2> | Array<Vector3> ): this;
 	setFromPoints( points: Array<Vector2> | Array<Vector3> ): this;
@@ -241,16 +233,16 @@ export class Geometry extends EventDispatcher {
 	toJSON(): any;
 	toJSON(): any;
 
 
 	/**
 	/**
-   * Creates a new clone of the Geometry.
-   */
+	 * Creates a new clone of the Geometry.
+	 */
 	clone(): this;
 	clone(): this;
 
 
 	copy( source: Geometry ): this;
 	copy( source: Geometry ): this;
 
 
 	/**
 	/**
-   * Removes The object from memory.
-   * Don't forget to call this method when you remove an geometry because it can cuase meomory leaks.
-   */
+	 * Removes The object from memory.
+	 * Don't forget to call this method when you remove an geometry because it can cuase meomory leaks.
+	 */
 	dispose(): void;
 	dispose(): void;
 
 
 	// These properties do not exist in a normal Geometry class, but if you use the instance that was passed by JSONLoader, it will be added.
 	// These properties do not exist in a normal Geometry class, but if you use the instance that was passed by JSONLoader, it will be added.

+ 4 - 4
src/core/InstancedBufferAttribute.d.ts

@@ -19,16 +19,16 @@ export namespace BufferGeometryUtils {
  */
  */
 export namespace GeometryUtils {
 export namespace GeometryUtils {
 	/**
 	/**
-   * @deprecated Use {@link Geometry#merge geometry.merge( geometry2, matrix, materialIndexOffset )} instead.
-   */
+	 * @deprecated Use {@link Geometry#merge geometry.merge( geometry2, matrix, materialIndexOffset )} instead.
+	 */
 	export function merge(
 	export function merge(
 		geometry1: any,
 		geometry1: any,
 		geometry2: any,
 		geometry2: any,
 		materialIndexOffset?: any
 		materialIndexOffset?: any
 	): any;
 	): any;
 	/**
 	/**
-   * @deprecated Use {@link Geometry#center geometry.center()} instead.
-   */
+	 * @deprecated Use {@link Geometry#center geometry.center()} instead.
+	 */
 	export function center( geometry: any ): any;
 	export function center( geometry: any ): any;
 }
 }
 
 

+ 2 - 2
src/core/InterleavedBufferAttribute.d.ts

@@ -42,8 +42,8 @@ export class InterleavedBufferAttribute {
 		w: number
 		w: number
 	): InterleavedBufferAttribute;
 	): InterleavedBufferAttribute;
 	/**
 	/**
-   * @deprecated Use {@link InterleavedBufferAttribute#count .count} instead.
-   */
+	 * @deprecated Use {@link InterleavedBufferAttribute#count .count} instead.
+	 */
 	length: number;
 	length: number;
 
 
 }
 }

+ 122 - 122
src/core/Object3D.d.ts

@@ -25,55 +25,55 @@ export class Object3D extends EventDispatcher {
 	constructor();
 	constructor();
 
 
 	/**
 	/**
-   * Unique number of this object instance.
-   */
+	 * Unique number of this object instance.
+	 */
 	id: number;
 	id: number;
 
 
 	/**
 	/**
-   *
-   */
+	 *
+	 */
 	uuid: string;
 	uuid: string;
 
 
 	/**
 	/**
-   * Optional name of the object (doesn't need to be unique).
-   */
+	 * Optional name of the object (doesn't need to be unique).
+	 */
 	name: string;
 	name: string;
 
 
 	type: string;
 	type: string;
 
 
 	/**
 	/**
-   * Object's parent in the scene graph.
-   */
+	 * Object's parent in the scene graph.
+	 */
 	parent: Object3D | null;
 	parent: Object3D | null;
 
 
 	/**
 	/**
-   * Array with object's children.
-   */
+	 * Array with object's children.
+	 */
 	children: Object3D[];
 	children: Object3D[];
 
 
 	/**
 	/**
-   * Up direction.
-   */
+	 * Up direction.
+	 */
 	up: Vector3;
 	up: Vector3;
 
 
 	/**
 	/**
-   * Object's local position.
-   */
+	 * Object's local position.
+	 */
 	position: Vector3;
 	position: Vector3;
 
 
 	/**
 	/**
-   * Object's local rotation (Euler angles), in radians.
-   */
+	 * Object's local rotation (Euler angles), in radians.
+	 */
 	rotation: Euler;
 	rotation: Euler;
 
 
 	/**
 	/**
-   * Global rotation.
-   */
+	 * Global rotation.
+	 */
 	quaternion: Quaternion;
 	quaternion: Quaternion;
 
 
 	/**
 	/**
-   * Object's local scale.
-   */
+	 * Object's local scale.
+	 */
 	scale: Vector3;
 	scale: Vector3;
 
 
 	modelViewMatrix: Matrix4;
 	modelViewMatrix: Matrix4;
@@ -81,78 +81,78 @@ export class Object3D extends EventDispatcher {
 	normalMatrix: Matrix3;
 	normalMatrix: Matrix3;
 
 
 	/**
 	/**
-   * Local transform.
-   */
+	 * Local transform.
+	 */
 	matrix: Matrix4;
 	matrix: Matrix4;
 
 
 	/**
 	/**
-   * The global transform of the object. If the Object3d has no parent, then it's identical to the local transform.
-   */
+	 * The global transform of the object. If the Object3d has no parent, then it's identical to the local transform.
+	 */
 	matrixWorld: Matrix4;
 	matrixWorld: Matrix4;
 
 
 	/**
 	/**
-   * When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
-   */
+	 * When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
+	 */
 	matrixAutoUpdate: boolean;
 	matrixAutoUpdate: boolean;
 
 
 	/**
 	/**
-   * When this is set, it calculates the matrixWorld in that frame and resets this property to false.
-   */
+	 * When this is set, it calculates the matrixWorld in that frame and resets this property to false.
+	 */
 	matrixWorldNeedsUpdate: boolean;
 	matrixWorldNeedsUpdate: boolean;
 
 
 	layers: Layers;
 	layers: Layers;
 	/**
 	/**
-   * Object gets rendered if true.
-   */
+	 * Object gets rendered if true.
+	 */
 	visible: boolean;
 	visible: boolean;
 
 
 	/**
 	/**
-   * Gets rendered into shadow map.
-   */
+	 * Gets rendered into shadow map.
+	 */
 	castShadow: boolean;
 	castShadow: boolean;
 
 
 	/**
 	/**
-   * Material gets baked in shadow receiving.
-   */
+	 * Material gets baked in shadow receiving.
+	 */
 	receiveShadow: boolean;
 	receiveShadow: boolean;
 
 
 	/**
 	/**
-   * When this is set, it checks every frame if the object is in the frustum of the camera. Otherwise the object gets drawn every frame even if it isn't visible.
-   */
+	 * When this is set, it checks every frame if the object is in the frustum of the camera. Otherwise the object gets drawn every frame even if it isn't visible.
+	 */
 	frustumCulled: boolean;
 	frustumCulled: boolean;
 
 
 	/**
 	/**
-   * Overrides the default rendering order of scene graph objects, from lowest to highest renderOrder. Opaque and transparent objects remain sorted independently though. When this property is set for an instance of Group, all descendants objects will be sorted and rendered together.
-   */
+	 * Overrides the default rendering order of scene graph objects, from lowest to highest renderOrder. Opaque and transparent objects remain sorted independently though. When this property is set for an instance of Group, all descendants objects will be sorted and rendered together.
+	 */
 	renderOrder: number;
 	renderOrder: number;
 
 
 	/**
 	/**
-   * An object that can be used to store custom data about the Object3d. It should not hold references to functions as these will not be cloned.
-   */
+	 * An object that can be used to store custom data about the Object3d. It should not hold references to functions as these will not be cloned.
+	 */
 	userData: { [key: string]: any };
 	userData: { [key: string]: any };
 
 
 	/**
 	/**
-   * Custom depth material to be used when rendering to the depth map. Can only be used in context of meshes.
-   * When shadow-casting with a DirectionalLight or SpotLight, if you are (a) modifying vertex positions in
-   * the vertex shader, (b) using a displacement map, (c) using an alpha map with alphaTest, or (d) using a
-   * transparent texture with alphaTest, you must specify a customDepthMaterial for proper shadows.
-   */
+	 * Custom depth material to be used when rendering to the depth map. Can only be used in context of meshes.
+	 * When shadow-casting with a DirectionalLight or SpotLight, if you are (a) modifying vertex positions in
+	 * the vertex shader, (b) using a displacement map, (c) using an alpha map with alphaTest, or (d) using a
+	 * transparent texture with alphaTest, you must specify a customDepthMaterial for proper shadows.
+	 */
 	customDepthMaterial: Material;
 	customDepthMaterial: Material;
 
 
 	/**
 	/**
-   * Same as customDepthMaterial, but used with PointLight.
-   */
+	 * Same as customDepthMaterial, but used with PointLight.
+	 */
 	customDistanceMaterial: Material;
 	customDistanceMaterial: Material;
 
 
 	/**
 	/**
-   * Used to check whether this or derived classes are Object3Ds. Default is true.
-   * You should not change this, as it is used internally for optimisation.
-   */
+	 * Used to check whether this or derived classes are Object3Ds. Default is true.
+	 * You should not change this, as it is used internally for optimisation.
+	 */
 	isObject3D: true;
 	isObject3D: true;
 
 
 	/**
 	/**
-   * Calls before rendering object
-   */
+	 * Calls before rendering object
+	 */
 	onBeforeRender: (
 	onBeforeRender: (
 		renderer: WebGLRenderer,
 		renderer: WebGLRenderer,
 		scene: Scene,
 		scene: Scene,
@@ -163,8 +163,8 @@ export class Object3D extends EventDispatcher {
 	) => void;
 	) => void;
 
 
 	/**
 	/**
-   * Calls after rendering object
-   */
+	 * Calls after rendering object
+	 */
 	onAfterRender: (
 	onAfterRender: (
 		renderer: WebGLRenderer,
 		renderer: WebGLRenderer,
 		scene: Scene,
 		scene: Scene,
@@ -178,131 +178,131 @@ export class Object3D extends EventDispatcher {
 	static DefaultMatrixAutoUpdate: boolean;
 	static DefaultMatrixAutoUpdate: boolean;
 
 
 	/**
 	/**
-   * This updates the position, rotation and scale with the matrix.
-   */
+	 * This updates the position, rotation and scale with the matrix.
+	 */
 	applyMatrix( matrix: Matrix4 ): void;
 	applyMatrix( matrix: Matrix4 ): void;
 
 
 	applyQuaternion( quaternion: Quaternion ): this;
 	applyQuaternion( quaternion: Quaternion ): this;
 
 
 	/**
 	/**
-   *
-   */
+	 *
+	 */
 	setRotationFromAxisAngle( axis: Vector3, angle: number ): void;
 	setRotationFromAxisAngle( axis: Vector3, angle: number ): void;
 
 
 	/**
 	/**
-   *
-   */
+	 *
+	 */
 	setRotationFromEuler( euler: Euler ): void;
 	setRotationFromEuler( euler: Euler ): void;
 
 
 	/**
 	/**
-   *
-   */
+	 *
+	 */
 	setRotationFromMatrix( m: Matrix4 ): void;
 	setRotationFromMatrix( m: Matrix4 ): void;
 
 
 	/**
 	/**
-   *
-   */
+	 *
+	 */
 	setRotationFromQuaternion( q: Quaternion ): void;
 	setRotationFromQuaternion( q: Quaternion ): void;
 
 
 	/**
 	/**
-   * Rotate an object along an axis in object space. The axis is assumed to be normalized.
-   * @param axis  A normalized vector in object space.
-   * @param angle  The angle in radians.
-   */
+	 * Rotate an object along an axis in object space. The axis is assumed to be normalized.
+	 * @param axis	A normalized vector in object space.
+	 * @param angle	The angle in radians.
+	 */
 	rotateOnAxis( axis: Vector3, angle: number ): this;
 	rotateOnAxis( axis: Vector3, angle: number ): this;
 
 
 	/**
 	/**
-   * Rotate an object along an axis in world space. The axis is assumed to be normalized. Method Assumes no rotated parent.
-   * @param axis  A normalized vector in object space.
-   * @param angle  The angle in radians.
-   */
+	 * Rotate an object along an axis in world space. The axis is assumed to be normalized. Method Assumes no rotated parent.
+	 * @param axis	A normalized vector in object space.
+	 * @param angle	The angle in radians.
+	 */
 	rotateOnWorldAxis( axis: Vector3, angle: number ): this;
 	rotateOnWorldAxis( axis: Vector3, angle: number ): this;
 
 
 	/**
 	/**
-   *
-   * @param angle
-   */
+	 *
+	 * @param angle
+	 */
 	rotateX( angle: number ): this;
 	rotateX( angle: number ): this;
 
 
 	/**
 	/**
-   *
-   * @param angle
-   */
+	 *
+	 * @param angle
+	 */
 	rotateY( angle: number ): this;
 	rotateY( angle: number ): this;
 
 
 	/**
 	/**
-   *
-   * @param angle
-   */
+	 *
+	 * @param angle
+	 */
 	rotateZ( angle: number ): this;
 	rotateZ( angle: number ): this;
 
 
 	/**
 	/**
-   * @param axis  A normalized vector in object space.
-   * @param distance  The distance to translate.
-   */
+	 * @param axis	A normalized vector in object space.
+	 * @param distance	The distance to translate.
+	 */
 	translateOnAxis( axis: Vector3, distance: number ): this;
 	translateOnAxis( axis: Vector3, distance: number ): this;
 
 
 	/**
 	/**
-   * Translates object along x axis by distance.
-   * @param distance Distance.
-   */
+	 * Translates object along x axis by distance.
+	 * @param distance Distance.
+	 */
 	translateX( distance: number ): this;
 	translateX( distance: number ): this;
 
 
 	/**
 	/**
-   * Translates object along y axis by distance.
-   * @param distance Distance.
-   */
+	 * Translates object along y axis by distance.
+	 * @param distance Distance.
+	 */
 	translateY( distance: number ): this;
 	translateY( distance: number ): this;
 
 
 	/**
 	/**
-   * Translates object along z axis by distance.
-   * @param distance Distance.
-   */
+	 * Translates object along z axis by distance.
+	 * @param distance Distance.
+	 */
 	translateZ( distance: number ): this;
 	translateZ( distance: number ): this;
 
 
 	/**
 	/**
-   * Updates the vector from local space to world space.
-   * @param vector A local vector.
-   */
+	 * Updates the vector from local space to world space.
+	 * @param vector A local vector.
+	 */
 	localToWorld( vector: Vector3 ): Vector3;
 	localToWorld( vector: Vector3 ): Vector3;
 
 
 	/**
 	/**
-   * Updates the vector from world space to local space.
-   * @param vector A world vector.
-   */
+	 * Updates the vector from world space to local space.
+	 * @param vector A world vector.
+	 */
 	worldToLocal( vector: Vector3 ): Vector3;
 	worldToLocal( vector: Vector3 ): Vector3;
 
 
 	/**
 	/**
-   * Rotates object to face point in space.
-   * @param vector A world vector to look at.
-   */
+	 * Rotates object to face point in space.
+	 * @param vector A world vector to look at.
+	 */
 	lookAt( vector: Vector3 | number, y?: number, z?: number ): void;
 	lookAt( vector: Vector3 | number, y?: number, z?: number ): void;
 
 
 	/**
 	/**
-   * Adds object as child of this object.
-   */
+	 * Adds object as child of this object.
+	 */
 	add( ...object: Object3D[] ): this;
 	add( ...object: Object3D[] ): this;
 
 
 	/**
 	/**
-   * Removes object as child of this object.
-   */
+	 * Removes object as child of this object.
+	 */
 	remove( ...object: Object3D[] ): this;
 	remove( ...object: Object3D[] ): this;
 
 
 	/**
 	/**
-   * Adds object as a child of this, while maintaining the object's world transform.
-   */
+	 * Adds object as a child of this, while maintaining the object's world transform.
+	 */
 	attach( object: Object3D ): this;
 	attach( object: Object3D ): this;
 
 
 	/**
 	/**
-   * Searches through the object's children and returns the first with a matching id.
-   * @param id  Unique number of the object instance
-   */
+	 * Searches through the object's children and returns the first with a matching id.
+	 * @param id	Unique number of the object instance
+	 */
 	getObjectById( id: number ): Object3D | undefined;
 	getObjectById( id: number ): Object3D | undefined;
 
 
 	/**
 	/**
-   * Searches through the object's children and returns the first with a matching name.
-   * @param name  String to match to the children's Object3d.name property.
-   */
+	 * Searches through the object's children and returns the first with a matching name.
+	 * @param name	String to match to the children's Object3d.name property.
+	 */
 	getObjectByName( name: string ): Object3D | undefined;
 	getObjectByName( name: string ): Object3D | undefined;
 
 
 	getObjectByProperty( name: string, value: string ): Object3D | undefined;
 	getObjectByProperty( name: string, value: string ): Object3D | undefined;
@@ -321,13 +321,13 @@ export class Object3D extends EventDispatcher {
 	traverseAncestors( callback: ( object: Object3D ) => any ): void;
 	traverseAncestors( callback: ( object: Object3D ) => any ): void;
 
 
 	/**
 	/**
-   * Updates local transform.
-   */
+	 * Updates local transform.
+	 */
 	updateMatrix(): void;
 	updateMatrix(): void;
 
 
 	/**
 	/**
-   * Updates global transform of the object and its children.
-   */
+	 * Updates global transform of the object and its children.
+	 */
 	updateMatrixWorld( force?: boolean ): void;
 	updateMatrixWorld( force?: boolean ): void;
 
 
 	updateWorldMatrix( updateParents: boolean, updateChildren: boolean ): void;
 	updateWorldMatrix( updateParents: boolean, updateChildren: boolean ): void;
@@ -342,10 +342,10 @@ export class Object3D extends EventDispatcher {
 	clone( recursive?: boolean ): this;
 	clone( recursive?: boolean ): this;
 
 
 	/**
 	/**
-   *
-   * @param object
-   * @param recursive
-   */
+	 *
+	 * @param object
+	 * @param recursive
+	 */
 	copy( source: Object3D, recursive?: boolean ): this;
 	copy( source: Object3D, recursive?: boolean ): this;
 
 
 }
 }

+ 32 - 32
src/core/Raycaster.d.ts

@@ -27,12 +27,12 @@ export interface RaycasterParameters {
 export class Raycaster {
 export class Raycaster {
 
 
 	/**
 	/**
-   * This creates a new raycaster object.
-   * @param origin The origin vector where the ray casts from.
-   * @param direction The direction vector that gives direction to the ray. Should be normalized.
-   * @param near All results returned are further away than near. Near can't be negative. Default value is 0.
-   * @param far All results returned are closer then far. Far can't be lower then near . Default value is Infinity.
-   */
+	 * This creates a new raycaster object.
+	 * @param origin The origin vector where the ray casts from.
+	 * @param direction The direction vector that gives direction to the ray. Should be normalized.
+	 * @param near All results returned are further away than near. Near can't be negative. Default value is 0.
+	 * @param far All results returned are closer then far. Far can't be lower then near . Default value is Infinity.
+	 */
 	constructor(
 	constructor(
 		origin?: Vector3,
 		origin?: Vector3,
 		direction?: Vector3,
 		direction?: Vector3,
@@ -44,44 +44,44 @@ export class Raycaster {
 	ray: Ray;
 	ray: Ray;
 
 
 	/**
 	/**
-   * The near factor of the raycaster. This value indicates which objects can be discarded based on the
-   * distance. This value shouldn't be negative and should be smaller than the far property.
-   */
+	 * The near factor of the raycaster. This value indicates which objects can be discarded based on the
+	 * distance. This value shouldn't be negative and should be smaller than the far property.
+	 */
 	near: number;
 	near: number;
 
 
 	/**
 	/**
-   * The far factor of the raycaster. This value indicates which objects can be discarded based on the
-   * distance. This value shouldn't be negative and should be larger than the near property.
-   */
+	 * The far factor of the raycaster. This value indicates which objects can be discarded based on the
+	 * distance. This value shouldn't be negative and should be larger than the near property.
+	 */
 	far: number;
 	far: number;
 
 
 	params: RaycasterParameters;
 	params: RaycasterParameters;
 
 
 	/**
 	/**
-   * The precision factor of the raycaster when intersecting Line objects.
-   */
+	 * The precision factor of the raycaster when intersecting Line objects.
+	 */
 	linePrecision: number;
 	linePrecision: number;
 
 
 	/**
 	/**
-   * Updates the ray with a new origin and direction.
-   * @param origin The origin vector where the ray casts from.
-   * @param direction The normalized direction vector that gives direction to the ray.
-   */
+	 * Updates the ray with a new origin and direction.
+	 * @param origin The origin vector where the ray casts from.
+	 * @param direction The normalized direction vector that gives direction to the ray.
+	 */
 	set( origin: Vector3, direction: Vector3 ): void;
 	set( origin: Vector3, direction: Vector3 ): void;
 
 
 	/**
 	/**
-   * Updates the ray with a new origin and direction.
-   * @param coords 2D coordinates of the mouse, in normalized device coordinates (NDC)---X and Y components should be between -1 and 1.
-   * @param camera camera from which the ray should originate
-   */
+	 * Updates the ray with a new origin and direction.
+	 * @param coords 2D coordinates of the mouse, in normalized device coordinates (NDC)---X and Y components should be between -1 and 1.
+	 * @param camera camera from which the ray should originate
+	 */
 	setFromCamera( coords: { x: number; y: number }, camera: Camera ): void;
 	setFromCamera( coords: { x: number; y: number }, camera: Camera ): void;
 
 
 	/**
 	/**
-   * Checks all intersection between the ray and the object with or without the descendants. Intersections are returned sorted by distance, closest first.
-   * @param object The object to check for intersection with the ray.
-   * @param recursive If true, it also checks all descendants. Otherwise it only checks intersecton with the object. Default is false.
-   * @param optionalTarget (optional) target to set the result. Otherwise a new Array is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
-   */
+	 * Checks all intersection between the ray and the object with or without the descendants. Intersections are returned sorted by distance, closest first.
+	 * @param object The object to check for intersection with the ray.
+	 * @param recursive If true, it also checks all descendants. Otherwise it only checks intersecton with the object. Default is false.
+	 * @param optionalTarget (optional) target to set the result. Otherwise a new Array is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
+	 */
 	intersectObject(
 	intersectObject(
 		object: Object3D,
 		object: Object3D,
 		recursive?: boolean,
 		recursive?: boolean,
@@ -89,11 +89,11 @@ export class Raycaster {
 	): Intersection[];
 	): Intersection[];
 
 
 	/**
 	/**
-   * Checks all intersection between the ray and the objects with or without the descendants. Intersections are returned sorted by distance, closest first. Intersections are of the same form as those returned by .intersectObject.
-   * @param objects The objects to check for intersection with the ray.
-   * @param recursive If true, it also checks all descendants of the objects. Otherwise it only checks intersecton with the objects. Default is false.
-   * @param optionalTarget (optional) target to set the result. Otherwise a new Array is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
-   */
+	 * Checks all intersection between the ray and the objects with or without the descendants. Intersections are returned sorted by distance, closest first. Intersections are of the same form as those returned by .intersectObject.
+	 * @param objects The objects to check for intersection with the ray.
+	 * @param recursive If true, it also checks all descendants of the objects. Otherwise it only checks intersecton with the objects. Default is false.
+	 * @param optionalTarget (optional) target to set the result. Otherwise a new Array is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
+	 */
 	intersectObjects(
 	intersectObjects(
 		objects: Object3D[],
 		objects: Object3D[],
 		recursive?: boolean,
 		recursive?: boolean,

+ 8 - 8
src/core/Uniform.d.ts

@@ -2,23 +2,23 @@ export class Uniform {
 
 
 	constructor( value: any );
 	constructor( value: any );
 	/**
 	/**
-   * @deprecated
-   */
+	 * @deprecated
+	 */
 	constructor( type: string, value: any );
 	constructor( type: string, value: any );
 	/**
 	/**
-   * @deprecated
-   */
+	 * @deprecated
+	 */
 	type: string;
 	type: string;
 	value: any;
 	value: any;
 	/**
 	/**
-   * @deprecated Use {@link Object3D#onBeforeRender object.onBeforeRender()} instead.
-   */
+	 * @deprecated Use {@link Object3D#onBeforeRender object.onBeforeRender()} instead.
+	 */
 	dynamic: boolean;
 	dynamic: boolean;
 	onUpdateCallback: Function;
 	onUpdateCallback: Function;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Object3D#onBeforeRender object.onBeforeRender()} instead.
-   */
+	 * @deprecated Use {@link Object3D#onBeforeRender object.onBeforeRender()} instead.
+	 */
 	onUpdate( callback: Function ): Uniform;
 	onUpdate( callback: Function ): Uniform;
 
 
 }
 }

+ 6 - 6
src/extras/ImageUtils.d.ts

@@ -8,13 +8,13 @@ import { Texture } from '../textures/Texture';
  */
  */
 export namespace ImageUtils {
 export namespace ImageUtils {
 	/**
 	/**
-   * @deprecated
-   */
+	 * @deprecated
+	 */
 	export let crossOrigin: string;
 	export let crossOrigin: string;
 
 
 	/**
 	/**
-   * @deprecated Use {@link TextureLoader THREE.TextureLoader()} instead.
-   */
+	 * @deprecated Use {@link TextureLoader THREE.TextureLoader()} instead.
+	 */
 	export function loadTexture(
 	export function loadTexture(
 		url: string,
 		url: string,
 		mapping?: Mapping,
 		mapping?: Mapping,
@@ -23,8 +23,8 @@ export namespace ImageUtils {
 	): Texture;
 	): Texture;
 
 
 	/**
 	/**
-   * @deprecated Use {@link CubeTextureLoader THREE.CubeTextureLoader()} instead.
-   */
+	 * @deprecated Use {@link CubeTextureLoader THREE.CubeTextureLoader()} instead.
+	 */
 	export function loadTextureCube(
 	export function loadTextureCube(
 		array: string[],
 		array: string[],
 		mapping?: Mapping,
 		mapping?: Mapping,

+ 32 - 32
src/extras/core/Curve.d.ts

@@ -9,71 +9,71 @@ import { Vector } from './../../math/Vector2';
 export class Curve<T extends Vector> {
 export class Curve<T extends Vector> {
 
 
 	/**
 	/**
-   * This value determines the amount of divisions when calculating the cumulative segment lengths of a curve via .getLengths.
-   * To ensure precision when using methods like .getSpacedPoints, it is recommended to increase .arcLengthDivisions if the curve is very large.
-   * Default is 200.
-   */
+	 * This value determines the amount of divisions when calculating the cumulative segment lengths of a curve via .getLengths.
+	 * To ensure precision when using methods like .getSpacedPoints, it is recommended to increase .arcLengthDivisions if the curve is very large.
+	 * Default is 200.
+	 */
 	arcLengthDivisions: number;
 	arcLengthDivisions: number;
 
 
 	/**
 	/**
-   * Returns a vector for point t of the curve where t is between 0 and 1
-   * getPoint(t: number): T;
-   */
+	 * Returns a vector for point t of the curve where t is between 0 and 1
+	 * getPoint(t: number): T;
+	 */
 	getPoint( t: number, optionalTarget?: T ): T;
 	getPoint( t: number, optionalTarget?: T ): T;
 
 
 	/**
 	/**
-   * Returns a vector for point at relative position in curve according to arc length
-   * getPointAt(u: number): T;
-   */
+	 * Returns a vector for point at relative position in curve according to arc length
+	 * getPointAt(u: number): T;
+	 */
 	getPointAt( u: number, optionalTarget?: T ): T;
 	getPointAt( u: number, optionalTarget?: T ): T;
 
 
 	/**
 	/**
-   * Get sequence of points using getPoint( t )
-   * getPoints(divisions?: number): T[];
-   */
+	 * Get sequence of points using getPoint( t )
+	 * getPoints(divisions?: number): T[];
+	 */
 	getPoints( divisions?: number ): T[];
 	getPoints( divisions?: number ): T[];
 
 
 	/**
 	/**
-   * Get sequence of equi-spaced points using getPointAt( u )
-   * getSpacedPoints(divisions?: number): T[];
-   */
+	 * Get sequence of equi-spaced points using getPointAt( u )
+	 * getSpacedPoints(divisions?: number): T[];
+	 */
 	getSpacedPoints( divisions?: number ): T[];
 	getSpacedPoints( divisions?: number ): T[];
 
 
 	/**
 	/**
-   * Get total curve arc length
-   */
+	 * Get total curve arc length
+	 */
 	getLength(): number;
 	getLength(): number;
 
 
 	/**
 	/**
-   * Get list of cumulative segment lengths
-   */
+	 * Get list of cumulative segment lengths
+	 */
 	getLengths( divisions?: number ): number[];
 	getLengths( divisions?: number ): number[];
 
 
 	/**
 	/**
-   * Update the cumlative segment distance cache
-   */
+	 * Update the cumlative segment distance cache
+	 */
 	updateArcLengths(): void;
 	updateArcLengths(): void;
 
 
 	/**
 	/**
-   * Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
-   */
+	 * Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
+	 */
 	getUtoTmapping( u: number, distance: number ): number;
 	getUtoTmapping( u: number, distance: number ): number;
 
 
 	/**
 	/**
-   * Returns a unit vector tangent at t. If the subclassed curve do not implement its tangent derivation, 2 points a small delta apart will be used to find its gradient which seems to give a reasonable approximation
-   * getTangent(t: number): T;
-   */
+	 * Returns a unit vector tangent at t. If the subclassed curve do not implement its tangent derivation, 2 points a small delta apart will be used to find its gradient which seems to give a reasonable approximation
+	 * getTangent(t: number): T;
+	 */
 	getTangent( t: number ): T;
 	getTangent( t: number ): T;
 
 
 	/**
 	/**
-   * Returns tangent at equidistance point u on the curve
-   * getTangentAt(u: number): T;
-   */
+	 * Returns tangent at equidistance point u on the curve
+	 * getTangentAt(u: number): T;
+	 */
 	getTangentAt( u: number ): T;
 	getTangentAt( u: number ): T;
 
 
 	/**
 	/**
-   * @deprecated since r84.
-   */
+	 * @deprecated since r84.
+	 */
 	static create( constructorFunc: Function, getPointFunc: Function ): Function;
 	static create( constructorFunc: Function, getPointFunc: Function ): Function;
 
 
 }
 }

+ 6 - 6
src/extras/core/CurvePath.d.ts

@@ -20,16 +20,16 @@ export class CurvePath<T extends Vector> extends Curve<T> {
 	getPoints( divisions?: number ): T[];
 	getPoints( divisions?: number ): T[];
 
 
 	/**
 	/**
-   * @deprecated Use {@link Geometry#setFromPoints new THREE.Geometry().setFromPoints( points )} instead.
-   */
+	 * @deprecated Use {@link Geometry#setFromPoints new THREE.Geometry().setFromPoints( points )} instead.
+	 */
 	createPointsGeometry( divisions: number ): Geometry;
 	createPointsGeometry( divisions: number ): Geometry;
 	/**
 	/**
-   * @deprecated Use {@link Geometry#setFromPoints new THREE.Geometry().setFromPoints( points )} instead.
-   */
+	 * @deprecated Use {@link Geometry#setFromPoints new THREE.Geometry().setFromPoints( points )} instead.
+	 */
 	createSpacedPointsGeometry( divisions: number ): Geometry;
 	createSpacedPointsGeometry( divisions: number ): Geometry;
 	/**
 	/**
-   * @deprecated Use {@link Geometry#setFromPoints new THREE.Geometry().setFromPoints( points )} instead.
-   */
+	 * @deprecated Use {@link Geometry#setFromPoints new THREE.Geometry().setFromPoints( points )} instead.
+	 */
 	createGeometry( points: T[] ): Geometry;
 	createGeometry( points: T[] ): Geometry;
 
 
 }
 }

+ 2 - 2
src/extras/core/Path.d.ts

@@ -26,8 +26,8 @@ export class Path extends CurvePath<Vector2> {
 	currentPoint: Vector2;
 	currentPoint: Vector2;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Path#setFromPoints .setFromPoints()} instead.
-   */
+	 * @deprecated Use {@link Path#setFromPoints .setFromPoints()} instead.
+	 */
 	fromPoints( vectors: Vector2[] ): void;
 	fromPoints( vectors: Vector2[] ): void;
 	setFromPoints( vectors: Vector2[] ): void;
 	setFromPoints( vectors: Vector2[] ): void;
 	moveTo( x: number, y: number ): void;
 	moveTo( x: number, y: number ): void;

+ 6 - 6
src/extras/core/Shape.d.ts

@@ -13,19 +13,19 @@ export class Shape extends Path {
 	holes: Path[];
 	holes: Path[];
 
 
 	/**
 	/**
-   * @deprecated Use {@link ExtrudeGeometry ExtrudeGeometry()} instead.
-   */
+	 * @deprecated Use {@link ExtrudeGeometry ExtrudeGeometry()} instead.
+	 */
 	extrude( options?: any ): ExtrudeGeometry;
 	extrude( options?: any ): ExtrudeGeometry;
 
 
 	/**
 	/**
-   * @deprecated Use {@link ShapeGeometry ShapeGeometry()} instead.
-   */
+	 * @deprecated Use {@link ShapeGeometry ShapeGeometry()} instead.
+	 */
 	makeGeometry( options?: any ): ShapeGeometry;
 	makeGeometry( options?: any ): ShapeGeometry;
 	getPointsHoles( divisions: number ): Vector2[][];
 	getPointsHoles( divisions: number ): Vector2[][];
 
 
 	/**
 	/**
-   * @deprecated Use {@link Shape#extractPoints .extractPoints()} instead.
-   */
+	 * @deprecated Use {@link Shape#extractPoints .extractPoints()} instead.
+	 */
 	extractAllPoints(
 	extractAllPoints(
 		divisions: number
 		divisions: number
 	): {
 	): {

+ 0 - 7
src/extras/objects/ImmediateRenderObject.d.ts

@@ -1,13 +1,6 @@
 import { Object3D } from './../../core/Object3D';
 import { Object3D } from './../../core/Object3D';
 import { Material } from './../../materials/Material';
 import { Material } from './../../materials/Material';
 
 
-/**
- * @deprecated Use {@link WireframeGeometry THREE.WireframeGeometry} instead.
- */
-// export class WireframeHelper extends LineSegments {
-//   constructor(object: Object3D, hex?: number);
-// }
-
 // Extras / Objects /////////////////////////////////////////////////////////////////////
 // Extras / Objects /////////////////////////////////////////////////////////////////////
 
 
 export class ImmediateRenderObject extends Object3D {
 export class ImmediateRenderObject extends Object3D {

+ 7 - 7
src/geometries/BoxGeometry.d.ts

@@ -30,13 +30,13 @@ export class BoxBufferGeometry extends BufferGeometry {
 export class BoxGeometry extends Geometry {
 export class BoxGeometry extends Geometry {
 
 
 	/**
 	/**
-   * @param width — Width of the sides on the X axis.
-   * @param height — Height of the sides on the Y axis.
-   * @param depth — Depth of the sides on the Z axis.
-   * @param widthSegments — Number of segmented faces along the width of the sides.
-   * @param heightSegments — Number of segmented faces along the height of the sides.
-   * @param depthSegments — Number of segmented faces along the depth of the sides.
-   */
+	 * @param width — Width of the sides on the X axis.
+	 * @param height — Height of the sides on the Y axis.
+	 * @param depth — Depth of the sides on the Z axis.
+	 * @param widthSegments — Number of segmented faces along the width of the sides.
+	 * @param heightSegments — Number of segmented faces along the height of the sides.
+	 * @param depthSegments — Number of segmented faces along the depth of the sides.
+	 */
 	constructor(
 	constructor(
 		width?: number,
 		width?: number,
 		height?: number,
 		height?: number,

+ 7 - 7
src/geometries/CylinderGeometry.d.ts

@@ -30,13 +30,13 @@ export class CylinderBufferGeometry extends BufferGeometry {
 export class CylinderGeometry extends Geometry {
 export class CylinderGeometry extends Geometry {
 
 
 	/**
 	/**
-   * @param radiusTop — Radius of the cylinder at the top.
-   * @param radiusBottom — Radius of the cylinder at the bottom.
-   * @param height — Height of the cylinder.
-   * @param radiusSegments — Number of segmented faces around the circumference of the cylinder.
-   * @param heightSegments — Number of rows of faces along the height of the cylinder.
-   * @param openEnded - A Boolean indicating whether or not to cap the ends of the cylinder.
-   */
+	 * @param radiusTop — Radius of the cylinder at the top.
+	 * @param radiusBottom — Radius of the cylinder at the bottom.
+	 * @param height — Height of the cylinder.
+	 * @param radiusSegments — Number of segmented faces around the circumference of the cylinder.
+	 * @param heightSegments — Number of rows of faces along the height of the cylinder.
+	 * @param openEnded - A Boolean indicating whether or not to cap the ends of the cylinder.
+	 */
 	constructor(
 	constructor(
 		radiusTop?: number,
 		radiusTop?: number,
 		radiusBottom?: number,
 		radiusBottom?: number,

+ 10 - 10
src/geometries/SphereGeometry.d.ts

@@ -31,16 +31,16 @@ export class SphereBufferGeometry extends BufferGeometry {
 export class SphereGeometry extends Geometry {
 export class SphereGeometry extends Geometry {
 
 
 	/**
 	/**
-   * The geometry is created by sweeping and calculating vertexes around the Y axis (horizontal sweep) and the Z axis (vertical sweep). Thus, incomplete spheres (akin to 'sphere slices') can be created through the use of different values of phiStart, phiLength, thetaStart and thetaLength, in order to define the points in which we start (or end) calculating those vertices.
-   *
-   * @param radius — sphere radius. Default is 50.
-   * @param widthSegments — number of horizontal segments. Minimum value is 3, and the default is 8.
-   * @param heightSegments — number of vertical segments. Minimum value is 2, and the default is 6.
-   * @param phiStart — specify horizontal starting angle. Default is 0.
-   * @param phiLength — specify horizontal sweep angle size. Default is Math.PI * 2.
-   * @param thetaStart — specify vertical starting angle. Default is 0.
-   * @param thetaLength — specify vertical sweep angle size. Default is Math.PI.
-   */
+	 * The geometry is created by sweeping and calculating vertexes around the Y axis (horizontal sweep) and the Z axis (vertical sweep). Thus, incomplete spheres (akin to 'sphere slices') can be created through the use of different values of phiStart, phiLength, thetaStart and thetaLength, in order to define the points in which we start (or end) calculating those vertices.
+	 *
+	 * @param radius — sphere radius. Default is 50.
+	 * @param widthSegments — number of horizontal segments. Minimum value is 3, and the default is 8.
+	 * @param heightSegments — number of vertical segments. Minimum value is 2, and the default is 6.
+	 * @param phiStart — specify horizontal starting angle. Default is 0.
+	 * @param phiLength — specify horizontal sweep angle size. Default is Math.PI * 2.
+	 * @param thetaStart — specify vertical starting angle. Default is 0.
+	 * @param thetaLength — specify vertical sweep angle size. Default is Math.PI.
+	 */
 	constructor(
 	constructor(
 		radius?: number,
 		radius?: number,
 		widthSegments?: number,
 		widthSegments?: number,

+ 4 - 4
src/helpers/BoxHelper.d.ts

@@ -6,12 +6,12 @@ import { LineSegments } from './../objects/LineSegments';
  * @deprecated Use {@link BoxHelper THREE.BoxHelper} instead.
  * @deprecated Use {@link BoxHelper THREE.BoxHelper} instead.
  */
  */
 // export class BoundingBoxHelper extends Mesh {
 // export class BoundingBoxHelper extends Mesh {
-//   constructor(object?: Object3D, hex?: number);
+//	 constructor(object?: Object3D, hex?: number);
 
 
-//   object: Object3D;
-//   box: Box3;
+//	 object: Object3D;
+//	 box: Box3;
 
 
-//   update(): void;
+//	 update(): void;
 // }
 // }
 
 
 export class BoxHelper extends LineSegments {
 export class BoxHelper extends LineSegments {

+ 1 - 1
src/helpers/FaceNormalsHelper.d.ts

@@ -5,7 +5,7 @@ import { LineSegments } from './../objects/LineSegments';
  * @deprecated Use {@link EdgesGeometry THREE.EdgesGeometry}
  * @deprecated Use {@link EdgesGeometry THREE.EdgesGeometry}
  */
  */
 // export class EdgesHelper extends LineSegments {
 // export class EdgesHelper extends LineSegments {
-//   constructor(object: Object3D, hex?: number, thresholdAngle?: number);
+//	 constructor(object: Object3D, hex?: number, thresholdAngle?: number);
 // }
 // }
 
 
 export class FaceNormalsHelper extends LineSegments {
 export class FaceNormalsHelper extends LineSegments {

+ 2 - 2
src/helpers/GridHelper.d.ts

@@ -10,8 +10,8 @@ export class GridHelper extends LineSegments {
 		color2?: Color | number
 		color2?: Color | number
 	);
 	);
 	/**
 	/**
-   * @deprecated Colors should be specified in the constructor.
-   */
+	 * @deprecated Colors should be specified in the constructor.
+	 */
 	setColors( color1?: Color | number, color2?: Color | number ): void;
 	setColors( color1?: Color | number, color2?: Color | number ): void;
 
 
 }
 }

+ 3 - 7
src/lights/AmbientLight.d.ts

@@ -4,18 +4,14 @@ import { Light } from './Light';
 /**
 /**
  * This light's color gets applied to all the objects in the scene globally.
  * This light's color gets applied to all the objects in the scene globally.
  *
  *
- * # example
- *     var light = new THREE.AmbientLight( 0x404040 ); // soft white light
- *     scene.add( light );
- *
  * @source https://github.com/mrdoob/three.js/blob/master/src/lights/AmbientLight.js
  * @source https://github.com/mrdoob/three.js/blob/master/src/lights/AmbientLight.js
  */
  */
 export class AmbientLight extends Light {
 export class AmbientLight extends Light {
 
 
 	/**
 	/**
-   * This creates a Ambientlight with a color.
-   * @param color Numeric value of the RGB component of the color or a Color instance.
-   */
+	 * This creates a Ambientlight with a color.
+	 * @param color Numeric value of the RGB component of the color or a Color instance.
+	 */
 	constructor( color?: Color | string | number, intensity?: number );
 	constructor( color?: Color | string | number, intensity?: number );
 
 
 	castShadow: boolean;
 	castShadow: boolean;

+ 5 - 5
src/lights/DirectionalLight.d.ts

@@ -19,14 +19,14 @@ export class DirectionalLight extends Light {
 	constructor( color?: Color | string | number, intensity?: number );
 	constructor( color?: Color | string | number, intensity?: number );
 
 
 	/**
 	/**
-   * Target used for shadow camera orientation.
-   */
+	 * Target used for shadow camera orientation.
+	 */
 	target: Object3D;
 	target: Object3D;
 
 
 	/**
 	/**
-   * Light's intensity.
-   * Default — 1.0.
-   */
+	 * Light's intensity.
+	 * Default — 1.0.
+	 */
 	intensity: number;
 	intensity: number;
 
 
 	shadow: DirectionalLightShadow;
 	shadow: DirectionalLightShadow;

+ 20 - 20
src/lights/Light.d.ts

@@ -17,44 +17,44 @@ export class Light extends Object3D {
 	receiveShadow: boolean;
 	receiveShadow: boolean;
 	shadow: LightShadow;
 	shadow: LightShadow;
 	/**
 	/**
-   * @deprecated Use shadow.camera.fov instead.
-   */
+	 * @deprecated Use shadow.camera.fov instead.
+	 */
 	shadowCameraFov: any;
 	shadowCameraFov: any;
 	/**
 	/**
-   * @deprecated Use shadow.camera.left instead.
-   */
+	 * @deprecated Use shadow.camera.left instead.
+	 */
 	shadowCameraLeft: any;
 	shadowCameraLeft: any;
 	/**
 	/**
-   * @deprecated Use shadow.camera.right instead.
-   */
+	 * @deprecated Use shadow.camera.right instead.
+	 */
 	shadowCameraRight: any;
 	shadowCameraRight: any;
 	/**
 	/**
-   * @deprecated Use shadow.camera.top instead.
-   */
+	 * @deprecated Use shadow.camera.top instead.
+	 */
 	shadowCameraTop: any;
 	shadowCameraTop: any;
 	/**
 	/**
-   * @deprecated Use shadow.camera.bottom instead.
-   */
+	 * @deprecated Use shadow.camera.bottom instead.
+	 */
 	shadowCameraBottom: any;
 	shadowCameraBottom: any;
 	/**
 	/**
-   * @deprecated Use shadow.camera.near instead.
-   */
+	 * @deprecated Use shadow.camera.near instead.
+	 */
 	shadowCameraNear: any;
 	shadowCameraNear: any;
 	/**
 	/**
-   * @deprecated Use shadow.camera.far instead.
-   */
+	 * @deprecated Use shadow.camera.far instead.
+	 */
 	shadowCameraFar: any;
 	shadowCameraFar: any;
 	/**
 	/**
-   * @deprecated Use shadow.bias instead.
-   */
+	 * @deprecated Use shadow.bias instead.
+	 */
 	shadowBias: any;
 	shadowBias: any;
 	/**
 	/**
-   * @deprecated Use shadow.mapSize.width instead.
-   */
+	 * @deprecated Use shadow.mapSize.width instead.
+	 */
 	shadowMapWidth: any;
 	shadowMapWidth: any;
 	/**
 	/**
-   * @deprecated Use shadow.mapSize.height instead.
-   */
+	 * @deprecated Use shadow.mapSize.height instead.
+	 */
 	shadowMapHeight: any;
 	shadowMapHeight: any;
 
 
 }
 }

+ 6 - 6
src/lights/PointLight.d.ts

@@ -27,15 +27,15 @@ export class PointLight extends Light {
 	);
 	);
 
 
 	/*
 	/*
-   * Light's intensity.
-   * Default - 1.0.
-   */
+	 * Light's intensity.
+	 * Default - 1.0.
+	 */
 	intensity: number;
 	intensity: number;
 
 
 	/**
 	/**
-   * If non-zero, light will attenuate linearly from maximum intensity at light position down to zero at distance.
-   * Default — 0.0.
-   */
+	 * If non-zero, light will attenuate linearly from maximum intensity at light position down to zero at distance.
+	 * Default — 0.0.
+	 */
 	distance: number;
 	distance: number;
 
 
 	decay: number;
 	decay: number;

+ 15 - 15
src/lights/SpotLight.d.ts

@@ -18,33 +18,33 @@ export class SpotLight extends Light {
 	);
 	);
 
 
 	/**
 	/**
-   * Spotlight focus points at target.position.
-   * Default position — (0,0,0).
-   */
+	 * Spotlight focus points at target.position.
+	 * Default position — (0,0,0).
+	 */
 	target: Object3D;
 	target: Object3D;
 
 
 	/**
 	/**
-   * Light's intensity.
-   * Default — 1.0.
-   */
+	 * Light's intensity.
+	 * Default — 1.0.
+	 */
 	intensity: number;
 	intensity: number;
 
 
 	/**
 	/**
-   * If non-zero, light will attenuate linearly from maximum intensity at light position down to zero at distance.
-   * Default — 0.0.
-   */
+	 * If non-zero, light will attenuate linearly from maximum intensity at light position down to zero at distance.
+	 * Default — 0.0.
+	 */
 	distance: number;
 	distance: number;
 
 
 	/*
 	/*
-   * Maximum extent of the spotlight, in radians, from its direction.
-   * Default — Math.PI/2.
-   */
+	 * Maximum extent of the spotlight, in radians, from its direction.
+	 * Default — Math.PI/2.
+	 */
 	angle: number;
 	angle: number;
 
 
 	/**
 	/**
-   * Rapidity of the falloff of light from its target direction.
-   * Default — 10.0.
-   */
+	 * Rapidity of the falloff of light from its target direction.
+	 * Default — 10.0.
+	 */
 	exponent: number;
 	exponent: number;
 
 
 	decay: number;
 	decay: number;

+ 3 - 3
src/loaders/ImageLoader.d.ts

@@ -14,9 +14,9 @@ export class ImageLoader {
 	path: string;
 	path: string;
 
 
 	/**
 	/**
-   * Begin loading from url
-   * @param url
-   */
+	 * Begin loading from url
+	 * @param url
+	 */
 	load(
 	load(
 		url: string,
 		url: string,
 		onLoad?: ( image: HTMLImageElement ) => void,
 		onLoad?: ( image: HTMLImageElement ) => void,

+ 20 - 20
src/loaders/Loader.d.ts

@@ -7,46 +7,46 @@ import { LoaderHandler } from './FileLoader';
  * Base class for implementing loaders.
  * Base class for implementing loaders.
  *
  *
  * Events:
  * Events:
- *     load
- *         Dispatched when the image has completed loading
- *         content — loaded image
+ *		 load
+ *				 Dispatched when the image has completed loading
+ *				 content — loaded image
  *
  *
- *     error
+ *		 error
  *
  *
- *          Dispatched when the image can't be loaded
- *          message — error message
+ *					Dispatched when the image can't be loaded
+ *					message — error message
  */
  */
 export class Loader {
 export class Loader {
 
 
 	constructor();
 	constructor();
 
 
 	/**
 	/**
-   * Will be called when load starts.
-   * The default is a function with empty body.
-   */
+	 * Will be called when load starts.
+	 * The default is a function with empty body.
+	 */
 	onLoadStart: () => void;
 	onLoadStart: () => void;
 
 
 	/**
 	/**
-   * Will be called while load progresses.
-   * The default is a function with empty body.
-   */
+	 * Will be called while load progresses.
+	 * The default is a function with empty body.
+	 */
 	onLoadProgress: () => void;
 	onLoadProgress: () => void;
 
 
 	/**
 	/**
-   * Will be called when load completes.
-   * The default is a function with empty body.
-   */
+	 * Will be called when load completes.
+	 * The default is a function with empty body.
+	 */
 	onLoadComplete: () => void;
 	onLoadComplete: () => void;
 
 
 	/**
 	/**
-   * default — null.
-   * If set, assigns the crossOrigin attribute of the image to the value of crossOrigin, prior to starting the load.
-   */
+	 * default — null.
+	 * If set, assigns the crossOrigin attribute of the image to the value of crossOrigin, prior to starting the load.
+	 */
 	crossOrigin: string;
 	crossOrigin: string;
 
 
 	/**
 	/**
-   * @deprecated Use THREE.LoaderUtils.extractUrlBase() instead.
-   */
+	 * @deprecated Use THREE.LoaderUtils.extractUrlBase() instead.
+	 */
 	extractUrlBase( url: string ): string;
 	extractUrlBase( url: string ): string;
 	initMaterials( materials: Material[], texturePath: string ): Material[];
 	initMaterials( materials: Material[], texturePath: string ): Material[];
 	createMaterial(
 	createMaterial(

+ 18 - 18
src/loaders/LoadingManager.d.ts

@@ -41,36 +41,36 @@ export class LoadingManager {
 	onStart?: ( url: string, loaded: number, total: number ) => void;
 	onStart?: ( url: string, loaded: number, total: number ) => void;
 
 
 	/**
 	/**
-   * Will be called when load starts.
-   * The default is a function with empty body.
-   */
+	 * Will be called when load starts.
+	 * The default is a function with empty body.
+	 */
 	onLoad: () => void;
 	onLoad: () => void;
 
 
 	/**
 	/**
-   * Will be called while load progresses.
-   * The default is a function with empty body.
-   */
+	 * Will be called while load progresses.
+	 * The default is a function with empty body.
+	 */
 	onProgress: ( item: any, loaded: number, total: number ) => void;
 	onProgress: ( item: any, loaded: number, total: number ) => void;
 
 
 	/**
 	/**
-   * Will be called when each element in the scene completes loading.
-   * The default is a function with empty body.
-   */
+	 * Will be called when each element in the scene completes loading.
+	 * The default is a function with empty body.
+	 */
 	onError: ( url: string ) => void;
 	onError: ( url: string ) => void;
 
 
 	/**
 	/**
-   * If provided, the callback will be passed each resource URL before a request is sent.
-   * The callback may return the original URL, or a new URL to override loading behavior.
-   * This behavior can be used to load assets from .ZIP files, drag-and-drop APIs, and Data URIs.
-   * @param callback URL modifier callback. Called with url argument, and must return resolvedURL.
-   */
+	 * If provided, the callback will be passed each resource URL before a request is sent.
+	 * The callback may return the original URL, or a new URL to override loading behavior.
+	 * This behavior can be used to load assets from .ZIP files, drag-and-drop APIs, and Data URIs.
+	 * @param callback URL modifier callback. Called with url argument, and must return resolvedURL.
+	 */
 	setURLModifier( callback?: ( url: string ) => string ): void;
 	setURLModifier( callback?: ( url: string ) => string ): void;
 
 
 	/**
 	/**
-   * Given a URL, uses the URL modifier callback (if any) and returns a resolved URL.
-   * If no URL modifier is set, returns the original URL.
-   * @param url the url to load
-   */
+	 * Given a URL, uses the URL modifier callback (if any) and returns a resolved URL.
+	 * If no URL modifier is set, returns the original URL.
+	 * @param url the url to load
+	 */
 	resolveURL( url: string ): string;
 	resolveURL( url: string ): string;
 
 
 	itemStart( url: string ): void;
 	itemStart( url: string ): void;

+ 4 - 4
src/loaders/TextureLoader.d.ts

@@ -15,10 +15,10 @@ export class TextureLoader {
 	path: string;
 	path: string;
 
 
 	/**
 	/**
-   * Begin loading from url
-   *
-   * @param url
-   */
+	 * Begin loading from url
+	 *
+	 * @param url
+	 */
 	load(
 	load(
 		url: string,
 		url: string,
 		onLoad?: ( texture: Texture ) => void,
 		onLoad?: ( texture: Texture ) => void,

+ 101 - 101
src/materials/Material.d.ts

@@ -59,239 +59,239 @@ export class Material extends EventDispatcher {
 	constructor();
 	constructor();
 
 
 	/**
 	/**
-   * Sets the alpha value to be used when running an alpha test. Default is 0.
-   */
+	 * Sets the alpha value to be used when running an alpha test. Default is 0.
+	 */
 	alphaTest: number;
 	alphaTest: number;
 
 
 	/**
 	/**
-   * Blending destination. It's one of the blending mode constants defined in Three.js. Default is {@link OneMinusSrcAlphaFactor}.
-   */
+	 * Blending destination. It's one of the blending mode constants defined in Three.js. Default is {@link OneMinusSrcAlphaFactor}.
+	 */
 	blendDst: BlendingDstFactor;
 	blendDst: BlendingDstFactor;
 
 
 	/**
 	/**
-   * The tranparency of the .blendDst. Default is null.
-   */
+	 * The tranparency of the .blendDst. Default is null.
+	 */
 	blendDstAlpha: number | null;
 	blendDstAlpha: number | null;
 
 
 	/**
 	/**
-   * Blending equation to use when applying blending. It's one of the constants defined in Three.js. Default is {@link AddEquation}.
-   */
+	 * Blending equation to use when applying blending. It's one of the constants defined in Three.js. Default is {@link AddEquation}.
+	 */
 	blendEquation: BlendingEquation;
 	blendEquation: BlendingEquation;
 
 
 	/**
 	/**
-   * The tranparency of the .blendEquation. Default is null.
-   */
+	 * The tranparency of the .blendEquation. Default is null.
+	 */
 	blendEquationAlpha: number | null;
 	blendEquationAlpha: number | null;
 
 
 	/**
 	/**
-   * Which blending to use when displaying objects with this material. Default is {@link NormalBlending}.
-   */
+	 * Which blending to use when displaying objects with this material. Default is {@link NormalBlending}.
+	 */
 	blending: Blending;
 	blending: Blending;
 
 
 	/**
 	/**
-   * Blending source. It's one of the blending mode constants defined in Three.js. Default is {@link SrcAlphaFactor}.
-   */
+	 * Blending source. It's one of the blending mode constants defined in Three.js. Default is {@link SrcAlphaFactor}.
+	 */
 	blendSrc: BlendingSrcFactor | BlendingDstFactor;
 	blendSrc: BlendingSrcFactor | BlendingDstFactor;
 
 
 	/**
 	/**
-   * The tranparency of the .blendSrc. Default is null.
-   */
+	 * The tranparency of the .blendSrc. Default is null.
+	 */
 	blendSrcAlpha: number | null;
 	blendSrcAlpha: number | null;
 
 
 	/**
 	/**
-   * Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union. Default is false.
-   */
+	 * Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union. Default is false.
+	 */
 	clipIntersection: boolean;
 	clipIntersection: boolean;
 
 
 	/**
 	/**
-   * User-defined clipping planes specified as THREE.Plane objects in world space. These planes apply to the objects this material is attached to. Points in space whose signed distance to the plane is negative are clipped (not rendered). See the WebGL / clipping /intersection example. Default is null.
-   */
+	 * User-defined clipping planes specified as THREE.Plane objects in world space. These planes apply to the objects this material is attached to. Points in space whose signed distance to the plane is negative are clipped (not rendered). See the WebGL / clipping /intersection example. Default is null.
+	 */
 	clippingPlanes: any;
 	clippingPlanes: any;
 
 
 	/**
 	/**
-   * Defines whether to clip shadows according to the clipping planes specified on this material. Default is false.
-   */
+	 * Defines whether to clip shadows according to the clipping planes specified on this material. Default is false.
+	 */
 	clipShadows: boolean;
 	clipShadows: boolean;
 
 
 	/**
 	/**
-   * Whether to render the material's color. This can be used in conjunction with a mesh's .renderOrder property to create invisible objects that occlude other objects. Default is true.
-   */
+	 * Whether to render the material's color. This can be used in conjunction with a mesh's .renderOrder property to create invisible objects that occlude other objects. Default is true.
+	 */
 	colorWrite: boolean;
 	colorWrite: boolean;
 
 
 	/**
 	/**
-   * Which depth function to use. Default is {@link LessEqualDepth}. See the depth mode constants for all possible values.
-   */
+	 * Which depth function to use. Default is {@link LessEqualDepth}. See the depth mode constants for all possible values.
+	 */
 	depthFunc: DepthModes;
 	depthFunc: DepthModes;
 
 
 	/**
 	/**
-   * Whether to have depth test enabled when rendering this material. Default is true.
-   */
+	 * Whether to have depth test enabled when rendering this material. Default is true.
+	 */
 	depthTest: boolean;
 	depthTest: boolean;
 
 
 	/**
 	/**
-   * Whether rendering this material has any effect on the depth buffer. Default is true.
-   * When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.
-   */
+	 * Whether rendering this material has any effect on the depth buffer. Default is true.
+	 * When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.
+	 */
 	depthWrite: boolean;
 	depthWrite: boolean;
 
 
 	/**
 	/**
-   * Whether the material is affected by fog. Default is true.
-   */
+	 * Whether the material is affected by fog. Default is true.
+	 */
 	fog: boolean;
 	fog: boolean;
 
 
 	/**
 	/**
-   * Unique number of this material instance.
-   */
+	 * Unique number of this material instance.
+	 */
 	id: number;
 	id: number;
 
 
 	/**
 	/**
-   * Used to check whether this or derived classes are materials. Default is true.
-   * You should not change this, as it used internally for optimisation.
-   */
+	 * Used to check whether this or derived classes are materials. Default is true.
+	 * You should not change this, as it used internally for optimisation.
+	 */
 	isMaterial: boolean;
 	isMaterial: boolean;
 
 
 	/**
 	/**
-   * Whether the material is affected by lights. Default is true.
-   */
+	 * Whether the material is affected by lights. Default is true.
+	 */
 	lights: boolean;
 	lights: boolean;
 
 
 	/**
 	/**
-   * Material name. Default is an empty string.
-   */
+	 * Material name. Default is an empty string.
+	 */
 	name: string;
 	name: string;
 
 
 	/**
 	/**
-   * Specifies that the material needs to be updated, WebGL wise. Set it to true if you made changes that need to be reflected in WebGL.
-   * This property is automatically set to true when instancing a new material.
-   */
+	 * Specifies that the material needs to be updated, WebGL wise. Set it to true if you made changes that need to be reflected in WebGL.
+	 * This property is automatically set to true when instancing a new material.
+	 */
 	needsUpdate: boolean;
 	needsUpdate: boolean;
 
 
 	/**
 	/**
-   * Opacity. Default is 1.
-   */
+	 * Opacity. Default is 1.
+	 */
 	opacity: number;
 	opacity: number;
 
 
 	/**
 	/**
-   * Enables/disables overdraw. If greater than zero, polygons are drawn slightly bigger in order to fix antialiasing gaps when using the CanvasRenderer. Default is 0.
-   */
+	 * Enables/disables overdraw. If greater than zero, polygons are drawn slightly bigger in order to fix antialiasing gaps when using the CanvasRenderer. Default is 0.
+	 */
 	overdraw: number;
 	overdraw: number;
 
 
 	/**
 	/**
-   * Whether to use polygon offset. Default is false. This corresponds to the POLYGON_OFFSET_FILL WebGL feature.
-   */
+	 * Whether to use polygon offset. Default is false. This corresponds to the POLYGON_OFFSET_FILL WebGL feature.
+	 */
 	polygonOffset: boolean;
 	polygonOffset: boolean;
 
 
 	/**
 	/**
-   * Sets the polygon offset factor. Default is 0.
-   */
+	 * Sets the polygon offset factor. Default is 0.
+	 */
 	polygonOffsetFactor: number;
 	polygonOffsetFactor: number;
 
 
 	/**
 	/**
-   * Sets the polygon offset units. Default is 0.
-   */
+	 * Sets the polygon offset units. Default is 0.
+	 */
 	polygonOffsetUnits: number;
 	polygonOffsetUnits: number;
 
 
 	/**
 	/**
-   * Override the renderer's default precision for this material. Can be "highp", "mediump" or "lowp". Defaults is null.
-   */
+	 * Override the renderer's default precision for this material. Can be "highp", "mediump" or "lowp". Defaults is null.
+	 */
 	precision: 'highp' | 'mediump' | 'lowp' | null;
 	precision: 'highp' | 'mediump' | 'lowp' | null;
 
 
 	/**
 	/**
-   * Whether to premultiply the alpha (transparency) value. See WebGL / Materials / Transparency for an example of the difference. Default is false.
-   */
+	 * Whether to premultiply the alpha (transparency) value. See WebGL / Materials / Transparency for an example of the difference. Default is false.
+	 */
 	premultipliedAlpha: boolean;
 	premultipliedAlpha: boolean;
 
 
 	/**
 	/**
-   * Whether to apply dithering to the color to remove the appearance of banding. Default is false.
-   */
+	 * Whether to apply dithering to the color to remove the appearance of banding. Default is false.
+	 */
 	dithering: boolean;
 	dithering: boolean;
 
 
 	/**
 	/**
-   * Define whether the material is rendered with flat shading. Default is false.
-   */
+	 * Define whether the material is rendered with flat shading. Default is false.
+	 */
 	flatShading: boolean;
 	flatShading: boolean;
 
 
 	/**
 	/**
-   * Defines which of the face sides will be rendered - front, back or both.
-   * Default is THREE.FrontSide. Other options are THREE.BackSide and THREE.DoubleSide.
-   */
+	 * Defines which of the face sides will be rendered - front, back or both.
+	 * Default is THREE.FrontSide. Other options are THREE.BackSide and THREE.DoubleSide.
+	 */
 	side: Side;
 	side: Side;
 
 
 	/**
 	/**
-   * Defines whether this material is transparent. This has an effect on rendering as transparent objects need special treatment and are rendered after non-transparent objects.
-   * When set to true, the extent to which the material is transparent is controlled by setting it's .opacity property.
-   * Default is false.
-   */
+	 * Defines whether this material is transparent. This has an effect on rendering as transparent objects need special treatment and are rendered after non-transparent objects.
+	 * When set to true, the extent to which the material is transparent is controlled by setting it's .opacity property.
+	 * Default is false.
+	 */
 	transparent: boolean;
 	transparent: boolean;
 
 
 	/**
 	/**
-   * Value is the string 'Material'. This shouldn't be changed, and can be used to find all objects of this type in a scene.
-   */
+	 * Value is the string 'Material'. This shouldn't be changed, and can be used to find all objects of this type in a scene.
+	 */
 	type: string;
 	type: string;
 
 
 	/**
 	/**
-   * UUID of this material instance. This gets automatically assigned, so this shouldn't be edited.
-   */
+	 * UUID of this material instance. This gets automatically assigned, so this shouldn't be edited.
+	 */
 	uuid: string;
 	uuid: string;
 
 
 	/**
 	/**
-   * Defines whether vertex coloring is used. Default is THREE.NoColors. Other options are THREE.VertexColors and THREE.FaceColors.
-   */
+	 * Defines whether vertex coloring is used. Default is THREE.NoColors. Other options are THREE.VertexColors and THREE.FaceColors.
+	 */
 	vertexColors: Colors;
 	vertexColors: Colors;
 
 
 	/**
 	/**
-   * Defines whether precomputed vertex tangents are used. Default is false.
-   */
+	 * Defines whether precomputed vertex tangents are used. Default is false.
+	 */
 	vertexTangents: boolean;
 	vertexTangents: boolean;
 
 
 	/**
 	/**
-   * Defines whether this material is visible. Default is true.
-   */
+	 * Defines whether this material is visible. Default is true.
+	 */
 	visible: boolean;
 	visible: boolean;
 
 
 	/**
 	/**
-   * An object that can be used to store custom data about the Material. It should not hold references to functions as these will not be cloned.
-   */
+	 * An object that can be used to store custom data about the Material. It should not hold references to functions as these will not be cloned.
+	 */
 	userData: any;
 	userData: any;
 
 
 	/**
 	/**
-   * Return a new material with the same parameters as this material.
-   */
+	 * Return a new material with the same parameters as this material.
+	 */
 	clone(): this;
 	clone(): this;
 
 
 	/**
 	/**
-   * Copy the parameters from the passed material into this material.
-   * @param material
-   */
+	 * Copy the parameters from the passed material into this material.
+	 * @param material
+	 */
 	copy( material: Material ): this;
 	copy( material: Material ): this;
 
 
 	/**
 	/**
-   * This disposes the material. Textures of a material don't get disposed. These needs to be disposed by {@link Texture}.
-   */
+	 * This disposes the material. Textures of a material don't get disposed. These needs to be disposed by {@link Texture}.
+	 */
 	dispose(): void;
 	dispose(): void;
 
 
 	/**
 	/**
-   * An optional callback that is executed immediately before the shader program is compiled. This function is called with the shader source code as a parameter. Useful for the modification of built-in materials.
-   * @param shader Source code of the shader
-   * @param renderer WebGLRenderer Context that is initializing the material
-   */
+	 * An optional callback that is executed immediately before the shader program is compiled. This function is called with the shader source code as a parameter. Useful for the modification of built-in materials.
+	 * @param shader Source code of the shader
+	 * @param renderer WebGLRenderer Context that is initializing the material
+	 */
 	onBeforeCompile ( shader : Shader, renderer : WebGLRenderer ) : void;
 	onBeforeCompile ( shader : Shader, renderer : WebGLRenderer ) : void;
 
 
 	/**
 	/**
-   * Sets the properties based on the values.
-   * @param values A container with parameters.
-   */
+	 * Sets the properties based on the values.
+	 * @param values A container with parameters.
+	 */
 	setValues( values: MaterialParameters ): void;
 	setValues( values: MaterialParameters ): void;
 
 
 	/**
 	/**
-   * Convert the material to three.js JSON format.
-   * @param meta Object containing metadata such as textures or images for the material.
-   */
+	 * Convert the material to three.js JSON format.
+	 * @param meta Object containing metadata such as textures or images for the material.
+	 */
 	toJSON( meta?: any ): any;
 	toJSON( meta?: any ): any;
 
 
 	/**
 	/**
-   * Call .dispatchEvent ( { type: 'update' }) on the material.
-   */
+	 * Call .dispatchEvent ( { type: 'update' }) on the material.
+	 */
 	update(): void;
 	update(): void;
 
 
 }
 }

+ 2 - 2
src/materials/MeshPhongMaterial.d.ts

@@ -78,8 +78,8 @@ export class MeshPhongMaterial extends Material {
 	morphTargets: boolean;
 	morphTargets: boolean;
 	morphNormals: boolean;
 	morphNormals: boolean;
 	/**
 	/**
-   * @deprecated Use {@link MeshStandardMaterial THREE.MeshStandardMaterial} instead.
-   */
+	 * @deprecated Use {@link MeshStandardMaterial THREE.MeshStandardMaterial} instead.
+	 */
 	metal: boolean;
 	metal: boolean;
 
 
 	setValues( parameters: MeshPhongMaterialParameters ): void;
 	setValues( parameters: MeshPhongMaterialParameters ): void;

+ 2 - 2
src/materials/ShaderMaterial.d.ts

@@ -44,8 +44,8 @@ export class ShaderMaterial extends Material {
 	morphTargets: boolean;
 	morphTargets: boolean;
 	morphNormals: boolean;
 	morphNormals: boolean;
 	/**
 	/**
-   * @deprecated Use {@link ShaderMaterial#extensions.derivatives extensions.derivatives} instead.
-   */
+	 * @deprecated Use {@link ShaderMaterial#extensions.derivatives extensions.derivatives} instead.
+	 */
 	derivatives: any;
 	derivatives: any;
 	extensions: {
 	extensions: {
 		derivatives: boolean;
 		derivatives: boolean;

+ 4 - 4
src/math/Box2.d.ts

@@ -32,12 +32,12 @@ export class Box2 {
 	translate( offset: Vector2 ): Box2;
 	translate( offset: Vector2 ): Box2;
 	equals( box: Box2 ): boolean;
 	equals( box: Box2 ): boolean;
 	/**
 	/**
-   * @deprecated Use {@link Box2#isEmpty .isEmpty()} instead.
-   */
+	 * @deprecated Use {@link Box2#isEmpty .isEmpty()} instead.
+	 */
 	empty(): any;
 	empty(): any;
 	/**
 	/**
-   * @deprecated Use {@link Box2#intersectsBox .intersectsBox()} instead.
-   */
+	 * @deprecated Use {@link Box2#intersectsBox .intersectsBox()} instead.
+	 */
 	isIntersectionBox( b: any ): any;
 	isIntersectionBox( b: any ): any;
 
 
 }
 }

+ 6 - 6
src/math/Box3.d.ts

@@ -41,16 +41,16 @@ export class Box3 {
 	translate( offset: Vector3 ): this;
 	translate( offset: Vector3 ): this;
 	equals( box: Box3 ): boolean;
 	equals( box: Box3 ): boolean;
 	/**
 	/**
-   * @deprecated Use {@link Box3#isEmpty .isEmpty()} instead.
-   */
+	 * @deprecated Use {@link Box3#isEmpty .isEmpty()} instead.
+	 */
 	empty(): any;
 	empty(): any;
 	/**
 	/**
-   * @deprecated Use {@link Box3#intersectsBox .intersectsBox()} instead.
-   */
+	 * @deprecated Use {@link Box3#intersectsBox .intersectsBox()} instead.
+	 */
 	isIntersectionBox( b: any ): any;
 	isIntersectionBox( b: any ): any;
 	/**
 	/**
-   * @deprecated Use {@link Box3#intersectsSphere .intersectsSphere()} instead.
-   */
+	 * @deprecated Use {@link Box3#intersectsSphere .intersectsSphere()} instead.
+	 */
 	isIntersectionSphere( s: any ): any;
 	isIntersectionSphere( s: any ): any;
 
 
 }
 }

+ 46 - 46
src/math/Color.d.ts

@@ -20,18 +20,18 @@ export class Color {
 	isColor: boolean;
 	isColor: boolean;
 
 
 	/**
 	/**
-   * Red channel value between 0 and 1. Default is 1.
-   */
+	 * Red channel value between 0 and 1. Default is 1.
+	 */
 	r: number;
 	r: number;
 
 
 	/**
 	/**
-   * Green channel value between 0 and 1. Default is 1.
-   */
+	 * Green channel value between 0 and 1. Default is 1.
+	 */
 	g: number;
 	g: number;
 
 
 	/**
 	/**
-   * Blue channel value between 0 and 1. Default is 1.
-   */
+	 * Blue channel value between 0 and 1. Default is 1.
+	 */
 	b: number;
 	b: number;
 
 
 	set( color: Color ): Color;
 	set( color: Color ): Color;
@@ -41,66 +41,66 @@ export class Color {
 	setHex( hex: number ): Color;
 	setHex( hex: number ): Color;
 
 
 	/**
 	/**
-   * Sets this color from RGB values.
-   * @param r Red channel value between 0 and 1.
-   * @param g Green channel value between 0 and 1.
-   * @param b Blue channel value between 0 and 1.
-   */
+	 * Sets this color from RGB values.
+	 * @param r Red channel value between 0 and 1.
+	 * @param g Green channel value between 0 and 1.
+	 * @param b Blue channel value between 0 and 1.
+	 */
 	setRGB( r: number, g: number, b: number ): Color;
 	setRGB( r: number, g: number, b: number ): Color;
 
 
 	/**
 	/**
-   * Sets this color from HSL values.
-   * Based on MochiKit implementation by Bob Ippolito.
-   *
-   * @param h Hue channel value between 0 and 1.
-   * @param s Saturation value channel between 0 and 1.
-   * @param l Value channel value between 0 and 1.
-   */
+	 * Sets this color from HSL values.
+	 * Based on MochiKit implementation by Bob Ippolito.
+	 *
+	 * @param h Hue channel value between 0 and 1.
+	 * @param s Saturation value channel between 0 and 1.
+	 * @param l Value channel value between 0 and 1.
+	 */
 	setHSL( h: number, s: number, l: number ): Color;
 	setHSL( h: number, s: number, l: number ): Color;
 
 
 	/**
 	/**
-   * Sets this color from a CSS context style string.
-   * @param contextStyle Color in CSS context style format.
-   */
+	 * Sets this color from a CSS context style string.
+	 * @param contextStyle Color in CSS context style format.
+	 */
 	setStyle( style: string ): Color;
 	setStyle( style: string ): Color;
 
 
 	/**
 	/**
-   * Clones this color.
-   */
+	 * Clones this color.
+	 */
 	clone(): this;
 	clone(): this;
 
 
 	/**
 	/**
-   * Copies given color.
-   * @param color Color to copy.
-   */
+	 * Copies given color.
+	 * @param color Color to copy.
+	 */
 	copy( color: Color ): this;
 	copy( color: Color ): this;
 
 
 	/**
 	/**
-   * Copies given color making conversion from gamma to linear space.
-   * @param color Color to copy.
-   */
+	 * Copies given color making conversion from gamma to linear space.
+	 * @param color Color to copy.
+	 */
 	copyGammaToLinear( color: Color, gammaFactor?: number ): Color;
 	copyGammaToLinear( color: Color, gammaFactor?: number ): Color;
 
 
 	/**
 	/**
-   * Copies given color making conversion from linear to gamma space.
-   * @param color Color to copy.
-   */
+	 * Copies given color making conversion from linear to gamma space.
+	 * @param color Color to copy.
+	 */
 	copyLinearToGamma( color: Color, gammaFactor?: number ): Color;
 	copyLinearToGamma( color: Color, gammaFactor?: number ): Color;
 
 
 	/**
 	/**
-   * Converts this color from gamma to linear space.
-   */
+	 * Converts this color from gamma to linear space.
+	 */
 	convertGammaToLinear(): Color;
 	convertGammaToLinear(): Color;
 
 
 	/**
 	/**
-   * Converts this color from linear to gamma space.
-   */
+	 * Converts this color from linear to gamma space.
+	 */
 	convertLinearToGamma(): Color;
 	convertLinearToGamma(): Color;
 
 
 	/**
 	/**
-   * Copies given color making conversion from sRGB to linear space.
-   * @param color Color to copy.
-   */
+	 * Copies given color making conversion from sRGB to linear space.
+	 * @param color Color to copy.
+	 */
 	copySRGBToLinear(): Color;
 	copySRGBToLinear(): Color;
 
 
 	/**
 	/**
@@ -120,21 +120,21 @@ export class Color {
 	convertLinearToSRGB(): Color;
 	convertLinearToSRGB(): Color;
 
 
 	/**
 	/**
-   * Returns the hexadecimal value of this color.
-   */
+	 * Returns the hexadecimal value of this color.
+	 */
 	getHex(): number;
 	getHex(): number;
 
 
 	/**
 	/**
-   * Returns the string formated hexadecimal value of this color.
-   */
+	 * Returns the string formated hexadecimal value of this color.
+	 */
 	getHexString(): string;
 	getHexString(): string;
 
 
 	getHSL( target: HSL ): HSL;
 	getHSL( target: HSL ): HSL;
 
 
 	/**
 	/**
-   * Returns the value of this color in CSS context style.
-   * Example: rgb(r, g, b)
-   */
+	 * Returns the value of this color in CSS context style.
+	 * Example: rgb(r, g, b)
+	 */
 	getStyle(): string;
 	getStyle(): string;
 
 
 	offsetHSL( h: number, s: number, l: number ): this;
 	offsetHSL( h: number, s: number, l: number ): this;

+ 2 - 2
src/math/Frustum.d.ts

@@ -21,8 +21,8 @@ export class Frustum {
 	);
 	);
 
 
 	/**
 	/**
-   * Array of 6 vectors.
-   */
+	 * Array of 6 vectors.
+	 */
 	planes: Plane[];
 	planes: Plane[];
 
 
 	set(
 	set(

+ 37 - 37
src/math/Math.d.ts

@@ -9,24 +9,24 @@ export namespace _Math {
 	export function generateUUID(): string;
 	export function generateUUID(): string;
 
 
 	/**
 	/**
-   * Clamps the x to be between a and b.
-   *
-   * @param value Value to be clamped.
-   * @param min Minimum value
-   * @param max Maximum value.
-   */
+	 * Clamps the x to be between a and b.
+	 *
+	 * @param value Value to be clamped.
+	 * @param min Minimum value
+	 * @param max Maximum value.
+	 */
 	export function clamp( value: number, min: number, max: number ): number;
 	export function clamp( value: number, min: number, max: number ): number;
 	export function euclideanModulo( n: number, m: number ): number;
 	export function euclideanModulo( n: number, m: number ): number;
 
 
 	/**
 	/**
-   * Linear mapping of x from range [a1, a2] to range [b1, b2].
-   *
-   * @param x Value to be mapped.
-   * @param a1 Minimum value for range A.
-   * @param a2 Maximum value for range A.
-   * @param b1 Minimum value for range B.
-   * @param b2 Maximum value for range B.
-   */
+	 * Linear mapping of x from range [a1, a2] to range [b1, b2].
+	 *
+	 * @param x Value to be mapped.
+	 * @param a1 Minimum value for range A.
+	 * @param a2 Maximum value for range A.
+	 * @param b1 Minimum value for range B.
+	 * @param b2 Maximum value for range B.
+	 */
 	export function mapLinear(
 	export function mapLinear(
 		x: number,
 		x: number,
 		a1: number,
 		a1: number,
@@ -40,26 +40,26 @@ export namespace _Math {
 	export function smootherstep( x: number, min: number, max: number ): number;
 	export function smootherstep( x: number, min: number, max: number ): number;
 
 
 	/**
 	/**
-   * Random float from 0 to 1 with 16 bits of randomness.
-   * Standard Math.random() creates repetitive patterns when applied over larger space.
-   *
-   * @deprecated Use {@link Math#random Math.random()}
-   */
+	 * Random float from 0 to 1 with 16 bits of randomness.
+	 * Standard Math.random() creates repetitive patterns when applied over larger space.
+	 *
+	 * @deprecated Use {@link Math#random Math.random()}
+	 */
 	export function random16(): number;
 	export function random16(): number;
 
 
 	/**
 	/**
-   * Random integer from low to high interval.
-   */
+	 * Random integer from low to high interval.
+	 */
 	export function randInt( low: number, high: number ): number;
 	export function randInt( low: number, high: number ): number;
 
 
 	/**
 	/**
-   * Random float from low to high interval.
-   */
+	 * Random float from low to high interval.
+	 */
 	export function randFloat( low: number, high: number ): number;
 	export function randFloat( low: number, high: number ): number;
 
 
 	/**
 	/**
-   * Random float from - range / 2 to range / 2 interval.
-   */
+	 * Random float from - range / 2 to range / 2 interval.
+	 */
 	export function randFloatSpread( range: number ): number;
 	export function randFloatSpread( range: number ): number;
 
 
 	export function degToRad( degrees: number ): number;
 	export function degToRad( degrees: number ): number;
@@ -69,24 +69,24 @@ export namespace _Math {
 	export function isPowerOfTwo( value: number ): boolean;
 	export function isPowerOfTwo( value: number ): boolean;
 
 
 	/**
 	/**
-   * Returns a value linearly interpolated from two known points based
-   * on the given interval - t = 0 will return x and t = 1 will return y.
-   *
-   * @param x Start point.
-   * @param y End point.
-   * @param t interpolation factor in the closed interval [0, 1]
-   * @return {number}
-   */
+	 * Returns a value linearly interpolated from two known points based
+	 * on the given interval - t = 0 will return x and t = 1 will return y.
+	 *
+	 * @param x Start point.
+	 * @param y End point.
+	 * @param t interpolation factor in the closed interval [0, 1]
+	 * @return {number}
+	 */
 	export function lerp( x: number, y: number, t: number ): number;
 	export function lerp( x: number, y: number, t: number ): number;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Math#floorPowerOfTwo .floorPowerOfTwo()}
-   */
+	 * @deprecated Use {@link Math#floorPowerOfTwo .floorPowerOfTwo()}
+	 */
 	export function nearestPowerOfTwo( value: number ): number;
 	export function nearestPowerOfTwo( value: number ): number;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Math#ceilPowerOfTwo .ceilPowerOfTwo()}
-   */
+	 * @deprecated Use {@link Math#ceilPowerOfTwo .ceilPowerOfTwo()}
+	 */
 	export function nextPowerOfTwo( value: number ): number;
 	export function nextPowerOfTwo( value: number ): number;
 
 
 	export function floorPowerOfTwo( value: number ): number;
 	export function floorPowerOfTwo( value: number ): number;

+ 34 - 34
src/math/Matrix3.d.ts

@@ -7,40 +7,40 @@ import { Vector3 } from './Vector3';
  */
  */
 export interface Matrix {
 export interface Matrix {
 	/**
 	/**
-   * Array with matrix values.
-   */
+	 * Array with matrix values.
+	 */
 	elements: number[];
 	elements: number[];
 
 
 	/**
 	/**
-   * identity():T;
-   */
+	 * identity():T;
+	 */
 	identity(): Matrix;
 	identity(): Matrix;
 
 
 	/**
 	/**
-   * copy(m:T):T;
-   */
+	 * copy(m:T):T;
+	 */
 	copy( m: this ): this;
 	copy( m: this ): this;
 
 
 	/**
 	/**
-   * multiplyScalar(s:number):T;
-   */
+	 * multiplyScalar(s:number):T;
+	 */
 	multiplyScalar( s: number ): Matrix;
 	multiplyScalar( s: number ): Matrix;
 
 
 	determinant(): number;
 	determinant(): number;
 
 
 	/**
 	/**
-   * getInverse(matrix:T, throwOnInvertible?:boolean):T;
-   */
+	 * getInverse(matrix:T, throwOnInvertible?:boolean):T;
+	 */
 	getInverse( matrix: Matrix, throwOnInvertible?: boolean ): Matrix;
 	getInverse( matrix: Matrix, throwOnInvertible?: boolean ): Matrix;
 
 
 	/**
 	/**
-   * transpose():T;
-   */
+	 * transpose():T;
+	 */
 	transpose(): Matrix;
 	transpose(): Matrix;
 
 
 	/**
 	/**
-   * clone():T;
-   */
+	 * clone():T;
+	 */
 	clone(): this;
 	clone(): this;
 }
 }
 
 
@@ -50,13 +50,13 @@ export interface Matrix {
 export class Matrix3 implements Matrix {
 export class Matrix3 implements Matrix {
 
 
 	/**
 	/**
-   * Creates an identity matrix.
-   */
+	 * Creates an identity matrix.
+	 */
 	constructor();
 	constructor();
 
 
 	/**
 	/**
-   * Array with matrix values.
-   */
+	 * Array with matrix values.
+	 */
 	elements: number[];
 	elements: number[];
 
 
 	set(
 	set(
@@ -76,8 +76,8 @@ export class Matrix3 implements Matrix {
 	setFromMatrix4( m: Matrix4 ): Matrix3;
 	setFromMatrix4( m: Matrix4 ): Matrix3;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Matrix3#applyToBufferAttribute matrix3.applyToBufferAttribute( attribute )} instead.
-   */
+	 * @deprecated Use {@link Matrix3#applyToBufferAttribute matrix3.applyToBufferAttribute( attribute )} instead.
+	 */
 	applyToBuffer(
 	applyToBuffer(
 		buffer: BufferAttribute,
 		buffer: BufferAttribute,
 		offset?: number,
 		offset?: number,
@@ -91,44 +91,44 @@ export class Matrix3 implements Matrix {
 	getInverse( matrix: Matrix3, throwOnDegenerate?: boolean ): Matrix3;
 	getInverse( matrix: Matrix3, throwOnDegenerate?: boolean ): Matrix3;
 
 
 	/**
 	/**
-   * Transposes this matrix in place.
-   */
+	 * Transposes this matrix in place.
+	 */
 	transpose(): Matrix3;
 	transpose(): Matrix3;
 	getNormalMatrix( matrix4: Matrix4 ): Matrix3;
 	getNormalMatrix( matrix4: Matrix4 ): Matrix3;
 
 
 	/**
 	/**
-   * Transposes this matrix into the supplied array r, and returns itself.
-   */
+	 * Transposes this matrix into the supplied array r, and returns itself.
+	 */
 	transposeIntoArray( r: number[] ): number[];
 	transposeIntoArray( r: number[] ): number[];
 	fromArray( array: number[], offset?: number ): Matrix3;
 	fromArray( array: number[], offset?: number ): Matrix3;
 	toArray(): number[];
 	toArray(): number[];
 
 
 	/**
 	/**
-   * Multiplies this matrix by m.
-   */
+	 * Multiplies this matrix by m.
+	 */
 	multiply( m: Matrix3 ): Matrix3;
 	multiply( m: Matrix3 ): Matrix3;
 
 
 	premultiply( m: Matrix3 ): Matrix3;
 	premultiply( m: Matrix3 ): Matrix3;
 
 
 	/**
 	/**
-   * Sets this matrix to a x b.
-   */
+	 * Sets this matrix to a x b.
+	 */
 	multiplyMatrices( a: Matrix3, b: Matrix3 ): Matrix3;
 	multiplyMatrices( a: Matrix3, b: Matrix3 ): Matrix3;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Vector3.applyMatrix3 vector.applyMatrix3( matrix )} instead.
-   */
+	 * @deprecated Use {@link Vector3.applyMatrix3 vector.applyMatrix3( matrix )} instead.
+	 */
 	multiplyVector3( vector: Vector3 ): any;
 	multiplyVector3( vector: Vector3 ): any;
 
 
 	/**
 	/**
-   * @deprecated This method has been removed completely.
-   */
+	 * @deprecated This method has been removed completely.
+	 */
 	multiplyVector3Array( a: any ): any;
 	multiplyVector3Array( a: any ): any;
 	getInverse( matrix: Matrix4, throwOnDegenerate?: boolean ): Matrix3;
 	getInverse( matrix: Matrix4, throwOnDegenerate?: boolean ): Matrix3;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Matrix3#toArray .toArray()} instead.
-   */
+	 * @deprecated Use {@link Matrix3#toArray .toArray()} instead.
+	 */
 	flattenToArrayOffset( array: number[], offset: number ): number[];
 	flattenToArrayOffset( array: number[], offset: number ): number[];
 
 
 }
 }

+ 84 - 84
src/math/Matrix4.d.ts

@@ -26,13 +26,13 @@ export class Matrix4 implements Matrix {
 	constructor();
 	constructor();
 
 
 	/**
 	/**
-   * Array with matrix values.
-   */
+	 * Array with matrix values.
+	 */
 	elements: number[];
 	elements: number[];
 
 
 	/**
 	/**
-   * Sets all fields of this matrix.
-   */
+	 * Sets all fields of this matrix.
+	 */
 	set(
 	set(
 		n11: number,
 		n11: number,
 		n12: number,
 		n12: number,
@@ -53,8 +53,8 @@ export class Matrix4 implements Matrix {
 	): Matrix4;
 	): Matrix4;
 
 
 	/**
 	/**
-   * Resets this matrix to identity.
-   */
+	 * Resets this matrix to identity.
+	 */
 	identity(): Matrix4;
 	identity(): Matrix4;
 	clone(): this;
 	clone(): this;
 	copy( m: Matrix4 ): this;
 	copy( m: Matrix4 ): this;
@@ -63,44 +63,44 @@ export class Matrix4 implements Matrix {
 	makeBasis( xAxis: Vector3, yAxis: Vector3, zAxis: Vector3 ): Matrix4;
 	makeBasis( xAxis: Vector3, yAxis: Vector3, zAxis: Vector3 ): Matrix4;
 
 
 	/**
 	/**
-   * Copies the rotation component of the supplied matrix m into this matrix rotation component.
-   */
+	 * Copies the rotation component of the supplied matrix m into this matrix rotation component.
+	 */
 	extractRotation( m: Matrix4 ): Matrix4;
 	extractRotation( m: Matrix4 ): Matrix4;
 	makeRotationFromEuler( euler: Euler ): Matrix4;
 	makeRotationFromEuler( euler: Euler ): Matrix4;
 	makeRotationFromQuaternion( q: Quaternion ): Matrix4;
 	makeRotationFromQuaternion( q: Quaternion ): Matrix4;
 	/**
 	/**
-   * Constructs a rotation matrix, looking from eye towards center with defined up vector.
-   */
+	 * Constructs a rotation matrix, looking from eye towards center with defined up vector.
+	 */
 	lookAt( eye: Vector3, target: Vector3, up: Vector3 ): Matrix4;
 	lookAt( eye: Vector3, target: Vector3, up: Vector3 ): Matrix4;
 
 
 	/**
 	/**
-   * Multiplies this matrix by m.
-   */
+	 * Multiplies this matrix by m.
+	 */
 	multiply( m: Matrix4 ): Matrix4;
 	multiply( m: Matrix4 ): Matrix4;
 
 
 	premultiply( m: Matrix4 ): Matrix4;
 	premultiply( m: Matrix4 ): Matrix4;
 
 
 	/**
 	/**
-   * Sets this matrix to a x b.
-   */
+	 * Sets this matrix to a x b.
+	 */
 	multiplyMatrices( a: Matrix4, b: Matrix4 ): Matrix4;
 	multiplyMatrices( a: Matrix4, b: Matrix4 ): Matrix4;
 
 
 	/**
 	/**
-   * Sets this matrix to a x b and stores the result into the flat array r.
-   * r can be either a regular Array or a TypedArray.
-   *
-   * @deprecated This method has been removed completely.
-   */
+	 * Sets this matrix to a x b and stores the result into the flat array r.
+	 * r can be either a regular Array or a TypedArray.
+	 *
+	 * @deprecated This method has been removed completely.
+	 */
 	multiplyToArray( a: Matrix4, b: Matrix4, r: number[] ): Matrix4;
 	multiplyToArray( a: Matrix4, b: Matrix4, r: number[] ): Matrix4;
 
 
 	/**
 	/**
-   * Multiplies this matrix by s.
-   */
+	 * Multiplies this matrix by s.
+	 */
 	multiplyScalar( s: number ): Matrix4;
 	multiplyScalar( s: number ): Matrix4;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Matrix4#applyToBufferAttribute matrix4.applyToBufferAttribute( attribute )} instead.
-   */
+	 * @deprecated Use {@link Matrix4#applyToBufferAttribute matrix4.applyToBufferAttribute( attribute )} instead.
+	 */
 	applyToBuffer(
 	applyToBuffer(
 		buffer: BufferAttribute,
 		buffer: BufferAttribute,
 		offset?: number,
 		offset?: number,
@@ -110,82 +110,82 @@ export class Matrix4 implements Matrix {
 	applyToBufferAttribute( attribute: BufferAttribute ): BufferAttribute;
 	applyToBufferAttribute( attribute: BufferAttribute ): BufferAttribute;
 
 
 	/**
 	/**
-   * Computes determinant of this matrix.
-   * Based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
-   */
+	 * Computes determinant of this matrix.
+	 * Based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
+	 */
 	determinant(): number;
 	determinant(): number;
 
 
 	/**
 	/**
-   * Transposes this matrix.
-   */
+	 * Transposes this matrix.
+	 */
 	transpose(): Matrix4;
 	transpose(): Matrix4;
 
 
 	/**
 	/**
-   * Sets the position component for this matrix from vector v.
-   */
+	 * Sets the position component for this matrix from vector v.
+	 */
 	setPosition( v: Vector3 | number, y?: number, z?: number ): Matrix4;
 	setPosition( v: Vector3 | number, y?: number, z?: number ): Matrix4;
 
 
 	/**
 	/**
-   * Sets this matrix to the inverse of matrix m.
-   * Based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm.
-   */
+	 * Sets this matrix to the inverse of matrix m.
+	 * Based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm.
+	 */
 	getInverse( m: Matrix4, throwOnDegeneratee?: boolean ): Matrix4;
 	getInverse( m: Matrix4, throwOnDegeneratee?: boolean ): Matrix4;
 
 
 	/**
 	/**
-   * Multiplies the columns of this matrix by vector v.
-   */
+	 * Multiplies the columns of this matrix by vector v.
+	 */
 	scale( v: Vector3 ): Matrix4;
 	scale( v: Vector3 ): Matrix4;
 
 
 	getMaxScaleOnAxis(): number;
 	getMaxScaleOnAxis(): number;
 	/**
 	/**
-   * Sets this matrix as translation transform.
-   */
+	 * Sets this matrix as translation transform.
+	 */
 	makeTranslation( x: number, y: number, z: number ): Matrix4;
 	makeTranslation( x: number, y: number, z: number ): Matrix4;
 
 
 	/**
 	/**
-   * Sets this matrix as rotation transform around x axis by theta radians.
-   *
-   * @param theta Rotation angle in radians.
-   */
+	 * Sets this matrix as rotation transform around x axis by theta radians.
+	 *
+	 * @param theta Rotation angle in radians.
+	 */
 	makeRotationX( theta: number ): Matrix4;
 	makeRotationX( theta: number ): Matrix4;
 
 
 	/**
 	/**
-   * Sets this matrix as rotation transform around y axis by theta radians.
-   *
-   * @param theta Rotation angle in radians.
-   */
+	 * Sets this matrix as rotation transform around y axis by theta radians.
+	 *
+	 * @param theta Rotation angle in radians.
+	 */
 	makeRotationY( theta: number ): Matrix4;
 	makeRotationY( theta: number ): Matrix4;
 
 
 	/**
 	/**
-   * Sets this matrix as rotation transform around z axis by theta radians.
-   *
-   * @param theta Rotation angle in radians.
-   */
+	 * Sets this matrix as rotation transform around z axis by theta radians.
+	 *
+	 * @param theta Rotation angle in radians.
+	 */
 	makeRotationZ( theta: number ): Matrix4;
 	makeRotationZ( theta: number ): Matrix4;
 
 
 	/**
 	/**
-   * Sets this matrix as rotation transform around axis by angle radians.
-   * Based on http://www.gamedev.net/reference/articles/article1199.asp.
-   *
-   * @param axis Rotation axis.
-   * @param theta Rotation angle in radians.
-   */
+	 * Sets this matrix as rotation transform around axis by angle radians.
+	 * Based on http://www.gamedev.net/reference/articles/article1199.asp.
+	 *
+	 * @param axis Rotation axis.
+	 * @param theta Rotation angle in radians.
+	 */
 	makeRotationAxis( axis: Vector3, angle: number ): Matrix4;
 	makeRotationAxis( axis: Vector3, angle: number ): Matrix4;
 
 
 	/**
 	/**
-   * Sets this matrix as scale transform.
-   */
+	 * Sets this matrix as scale transform.
+	 */
 	makeScale( x: number, y: number, z: number ): Matrix4;
 	makeScale( x: number, y: number, z: number ): Matrix4;
 
 
 	/**
 	/**
-   * Sets this matrix to the transformation composed of translation, rotation and scale.
-   */
+	 * Sets this matrix to the transformation composed of translation, rotation and scale.
+	 */
 	compose( translation: Vector3, rotation: Quaternion, scale: Vector3 ): Matrix4;
 	compose( translation: Vector3, rotation: Quaternion, scale: Vector3 ): Matrix4;
 
 
 	/**
 	/**
-   * Decomposes this matrix into the translation, rotation and scale components.
-   * If parameters are not passed, new instances will be created.
-   */
+	 * Decomposes this matrix into the translation, rotation and scale components.
+	 * If parameters are not passed, new instances will be created.
+	 */
 	decompose(
 	decompose(
 		translation?: Vector3,
 		translation?: Vector3,
 		rotation?: Quaternion,
 		rotation?: Quaternion,
@@ -193,8 +193,8 @@ export class Matrix4 implements Matrix {
 	): Object[]; // [Vector3, Quaternion, Vector3]
 	): Object[]; // [Vector3, Quaternion, Vector3]
 
 
 	/**
 	/**
-   * Creates a frustum matrix.
-   */
+	 * Creates a frustum matrix.
+	 */
 	makePerspective(
 	makePerspective(
 		left: number,
 		left: number,
 		right: number,
 		right: number,
@@ -205,8 +205,8 @@ export class Matrix4 implements Matrix {
 	): Matrix4;
 	): Matrix4;
 
 
 	/**
 	/**
-   * Creates a perspective projection matrix.
-   */
+	 * Creates a perspective projection matrix.
+	 */
 	makePerspective(
 	makePerspective(
 		fov: number,
 		fov: number,
 		aspect: number,
 		aspect: number,
@@ -215,8 +215,8 @@ export class Matrix4 implements Matrix {
 	): Matrix4;
 	): Matrix4;
 
 
 	/**
 	/**
-   * Creates an orthographic projection matrix.
-   */
+	 * Creates an orthographic projection matrix.
+	 */
 	makeOrthographic(
 	makeOrthographic(
 		left: number,
 		left: number,
 		right: number,
 		right: number,
@@ -230,43 +230,43 @@ export class Matrix4 implements Matrix {
 	toArray(): number[];
 	toArray(): number[];
 
 
 	/**
 	/**
-   * @deprecated Use {@link Matrix4#copyPosition .copyPosition()} instead.
-   */
+	 * @deprecated Use {@link Matrix4#copyPosition .copyPosition()} instead.
+	 */
 	extractPosition( m: Matrix4 ): Matrix4;
 	extractPosition( m: Matrix4 ): Matrix4;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Matrix4#makeRotationFromQuaternion .makeRotationFromQuaternion()} instead.
-   */
+	 * @deprecated Use {@link Matrix4#makeRotationFromQuaternion .makeRotationFromQuaternion()} instead.
+	 */
 	setRotationFromQuaternion( q: Quaternion ): Matrix4;
 	setRotationFromQuaternion( q: Quaternion ): Matrix4;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Vector3#applyMatrix4 vector.applyMatrix4( matrix )} instead.
-   */
+	 * @deprecated Use {@link Vector3#applyMatrix4 vector.applyMatrix4( matrix )} instead.
+	 */
 	multiplyVector3( v: any ): any;
 	multiplyVector3( v: any ): any;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Vector4#applyMatrix4 vector.applyMatrix4( matrix )} instead.
-   */
+	 * @deprecated Use {@link Vector4#applyMatrix4 vector.applyMatrix4( matrix )} instead.
+	 */
 	multiplyVector4( v: any ): any;
 	multiplyVector4( v: any ): any;
 
 
 	/**
 	/**
-   * @deprecated This method has been removed completely.
-   */
+	 * @deprecated This method has been removed completely.
+	 */
 	multiplyVector3Array( array: number[] ): number[];
 	multiplyVector3Array( array: number[] ): number[];
 
 
 	/**
 	/**
-   * @deprecated Use {@link Vector3#transformDirection Vector3.transformDirection( matrix )} instead.
-   */
+	 * @deprecated Use {@link Vector3#transformDirection Vector3.transformDirection( matrix )} instead.
+	 */
 	rotateAxis( v: any ): void;
 	rotateAxis( v: any ): void;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Vector3#applyMatrix4 vector.applyMatrix4( matrix )} instead.
-   */
+	 * @deprecated Use {@link Vector3#applyMatrix4 vector.applyMatrix4( matrix )} instead.
+	 */
 	crossVector( v: any ): void;
 	crossVector( v: any ): void;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Matrix4#toArray .toArray()} instead.
-   */
+	 * @deprecated Use {@link Matrix4#toArray .toArray()} instead.
+	 */
 	flattenToArrayOffset( array: number[], offset: number ): number[];
 	flattenToArrayOffset( array: number[], offset: number ): number[];
 
 
 }
 }

+ 2 - 2
src/math/Plane.d.ts

@@ -34,8 +34,8 @@ export class Plane {
 	equals( plane: Plane ): boolean;
 	equals( plane: Plane ): boolean;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Plane#intersectsLine .intersectsLine()} instead.
-   */
+	 * @deprecated Use {@link Plane#intersectsLine .intersectsLine()} instead.
+	 */
 	isIntersectionLine( l: any ): any;
 	isIntersectionLine( l: any ): any;
 
 
 }
 }

+ 34 - 34
src/math/Quaternion.d.ts

@@ -14,11 +14,11 @@ import { Matrix4 } from './Matrix4';
 export class Quaternion {
 export class Quaternion {
 
 
 	/**
 	/**
-   * @param x x coordinate
-   * @param y y coordinate
-   * @param z z coordinate
-   * @param w w coordinate
-   */
+	 * @param x x coordinate
+	 * @param y y coordinate
+	 * @param z z coordinate
+	 * @param w w coordinate
+	 */
 	constructor( x?: number, y?: number, z?: number, w?: number );
 	constructor( x?: number, y?: number, z?: number, w?: number );
 
 
 	x: number;
 	x: number;
@@ -27,43 +27,43 @@ export class Quaternion {
 	w: number;
 	w: number;
 
 
 	/**
 	/**
-   * Sets values of this quaternion.
-   */
+	 * Sets values of this quaternion.
+	 */
 	set( x: number, y: number, z: number, w: number ): Quaternion;
 	set( x: number, y: number, z: number, w: number ): Quaternion;
 
 
 	/**
 	/**
-   * Clones this quaternion.
-   */
+	 * Clones this quaternion.
+	 */
 	clone(): this;
 	clone(): this;
 
 
 	/**
 	/**
-   * Copies values of q to this quaternion.
-   */
+	 * Copies values of q to this quaternion.
+	 */
 	copy( q: Quaternion ): this;
 	copy( q: Quaternion ): this;
 
 
 	/**
 	/**
-   * Sets this quaternion from rotation specified by Euler angles.
-   */
+	 * Sets this quaternion from rotation specified by Euler angles.
+	 */
 	setFromEuler( euler: Euler, update?: boolean ): Quaternion;
 	setFromEuler( euler: Euler, update?: boolean ): Quaternion;
 
 
 	/**
 	/**
-   * Sets this quaternion from rotation specified by axis and angle.
-   * Adapted from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm.
-   * Axis have to be normalized, angle is in radians.
-   */
+	 * Sets this quaternion from rotation specified by axis and angle.
+	 * Adapted from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm.
+	 * Axis have to be normalized, angle is in radians.
+	 */
 	setFromAxisAngle( axis: Vector3, angle: number ): Quaternion;
 	setFromAxisAngle( axis: Vector3, angle: number ): Quaternion;
 
 
 	/**
 	/**
-   * Sets this quaternion from rotation component of m. Adapted from http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm.
-   */
+	 * Sets this quaternion from rotation component of m. Adapted from http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm.
+	 */
 	setFromRotationMatrix( m: Matrix4 ): Quaternion;
 	setFromRotationMatrix( m: Matrix4 ): Quaternion;
 	setFromUnitVectors( vFrom: Vector3, vTo: Vector3 ): Quaternion;
 	setFromUnitVectors( vFrom: Vector3, vTo: Vector3 ): Quaternion;
 	angleTo( q: Quaternion ): number;
 	angleTo( q: Quaternion ): number;
 	rotateTowards( q: Quaternion, step: number ): Quaternion;
 	rotateTowards( q: Quaternion, step: number ): Quaternion;
 
 
 	/**
 	/**
-   * Inverts this quaternion.
-   */
+	 * Inverts this quaternion.
+	 */
 	inverse(): Quaternion;
 	inverse(): Quaternion;
 
 
 	conjugate(): Quaternion;
 	conjugate(): Quaternion;
@@ -71,25 +71,25 @@ export class Quaternion {
 	lengthSq(): number;
 	lengthSq(): number;
 
 
 	/**
 	/**
-   * Computes length of this quaternion.
-   */
+	 * Computes length of this quaternion.
+	 */
 	length(): number;
 	length(): number;
 
 
 	/**
 	/**
-   * Normalizes this quaternion.
-   */
+	 * Normalizes this quaternion.
+	 */
 	normalize(): Quaternion;
 	normalize(): Quaternion;
 
 
 	/**
 	/**
-   * Multiplies this quaternion by b.
-   */
+	 * Multiplies this quaternion by b.
+	 */
 	multiply( q: Quaternion ): Quaternion;
 	multiply( q: Quaternion ): Quaternion;
 	premultiply( q: Quaternion ): Quaternion;
 	premultiply( q: Quaternion ): Quaternion;
 
 
 	/**
 	/**
-   * Sets this quaternion to a x b
-   * Adapted from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm.
-   */
+	 * Sets this quaternion to a x b
+	 * Adapted from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm.
+	 */
 	multiplyQuaternions( a: Quaternion, b: Quaternion ): Quaternion;
 	multiplyQuaternions( a: Quaternion, b: Quaternion ): Quaternion;
 
 
 	slerp( qb: Quaternion, t: number ): Quaternion;
 	slerp( qb: Quaternion, t: number ): Quaternion;
@@ -104,8 +104,8 @@ export class Quaternion {
 	onChangeCallback: Function;
 	onChangeCallback: Function;
 
 
 	/**
 	/**
-   * Adapted from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/.
-   */
+	 * Adapted from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/.
+	 */
 	static slerp(
 	static slerp(
 		qa: Quaternion,
 		qa: Quaternion,
 		qb: Quaternion,
 		qb: Quaternion,
@@ -124,8 +124,8 @@ export class Quaternion {
 	): Quaternion;
 	): Quaternion;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Vector#applyQuaternion vector.applyQuaternion( quaternion )} instead.
-   */
+	 * @deprecated Use {@link Vector#applyQuaternion vector.applyQuaternion( quaternion )} instead.
+	 */
 	multiplyVector3( v: any ): any;
 	multiplyVector3( v: any ): any;
 
 
 }
 }

+ 6 - 6
src/math/Ray.d.ts

@@ -44,18 +44,18 @@ export class Ray {
 	equals( ray: Ray ): boolean;
 	equals( ray: Ray ): boolean;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Ray#intersectsBox .intersectsBox()} instead.
-   */
+	 * @deprecated Use {@link Ray#intersectsBox .intersectsBox()} instead.
+	 */
 	isIntersectionBox( b: any ): any;
 	isIntersectionBox( b: any ): any;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Ray#intersectsPlane .intersectsPlane()} instead.
-   */
+	 * @deprecated Use {@link Ray#intersectsPlane .intersectsPlane()} instead.
+	 */
 	isIntersectionPlane( p: any ): any;
 	isIntersectionPlane( p: any ): any;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Ray#intersectsSphere .intersectsSphere()} instead.
-   */
+	 * @deprecated Use {@link Ray#intersectsSphere .intersectsSphere()} instead.
+	 */
 	isIntersectionSphere( s: any ): any;
 	isIntersectionSphere( s: any ): any;
 
 
 }
 }

+ 198 - 198
src/math/Vector2.d.ts

@@ -10,7 +10,7 @@ import { BufferAttribute } from './../core/BufferAttribute';
  *
  *
  * @example
  * @example
  * var v:THREE.Vector = new THREE.Vector3();
  * var v:THREE.Vector = new THREE.Vector3();
- * v.addVectors(new THREE.Vector2(0, 1), new THREE.Vector2(2, 3));    // invalid but compiled successfully
+ * v.addVectors(new THREE.Vector2(0, 1), new THREE.Vector2(2, 3));		// invalid but compiled successfully
  */
  */
 export interface Vector {
 export interface Vector {
 	setComponent( index: number, value: number ): this;
 	setComponent( index: number, value: number ): this;
@@ -22,106 +22,106 @@ export interface Vector {
 	setScalar( scalar: number ): this;
 	setScalar( scalar: number ): this;
 
 
 	/**
 	/**
-   * copy(v:T):T;
-   */
+	 * copy(v:T):T;
+	 */
 	copy( v: Vector ): this;
 	copy( v: Vector ): this;
 
 
 	/**
 	/**
-   * NOTE: The second argument is deprecated.
-   *
-   * add(v:T):T;
-   */
+	 * NOTE: The second argument is deprecated.
+	 *
+	 * add(v:T):T;
+	 */
 	add( v: Vector, w?: Vector ): this;
 	add( v: Vector, w?: Vector ): this;
 
 
 	/**
 	/**
-   * addVectors(a:T, b:T):T;
-   */
+	 * addVectors(a:T, b:T):T;
+	 */
 	addVectors( a: Vector, b: Vector ): this;
 	addVectors( a: Vector, b: Vector ): this;
 
 
 	addScaledVector( vector: Vector, scale: number ): this;
 	addScaledVector( vector: Vector, scale: number ): this;
 
 
 	/**
 	/**
-   * Adds the scalar value s to this vector's values.
-   */
+	 * Adds the scalar value s to this vector's values.
+	 */
 	addScalar( scalar: number ): this;
 	addScalar( scalar: number ): this;
 
 
 	/**
 	/**
-   * sub(v:T):T;
-   */
+	 * sub(v:T):T;
+	 */
 	sub( v: Vector ): this;
 	sub( v: Vector ): this;
 
 
 	/**
 	/**
-   * subVectors(a:T, b:T):T;
-   */
+	 * subVectors(a:T, b:T):T;
+	 */
 	subVectors( a: Vector, b: Vector ): this;
 	subVectors( a: Vector, b: Vector ): this;
 
 
 	/**
 	/**
-   * multiplyScalar(s:number):T;
-   */
+	 * multiplyScalar(s:number):T;
+	 */
 	multiplyScalar( s: number ): this;
 	multiplyScalar( s: number ): this;
 
 
 	/**
 	/**
-   * divideScalar(s:number):T;
-   */
+	 * divideScalar(s:number):T;
+	 */
 	divideScalar( s: number ): this;
 	divideScalar( s: number ): this;
 
 
 	/**
 	/**
-   * negate():T;
-   */
+	 * negate():T;
+	 */
 	negate(): this;
 	negate(): this;
 
 
 	/**
 	/**
-   * dot(v:T):T;
-   */
+	 * dot(v:T):T;
+	 */
 	dot( v: Vector ): number;
 	dot( v: Vector ): number;
 
 
 	/**
 	/**
-   * lengthSq():number;
-   */
+	 * lengthSq():number;
+	 */
 	lengthSq(): number;
 	lengthSq(): number;
 
 
 	/**
 	/**
-   * length():number;
-   */
+	 * length():number;
+	 */
 	length(): number;
 	length(): number;
 
 
 	/**
 	/**
-   * normalize():T;
-   */
+	 * normalize():T;
+	 */
 	normalize(): this;
 	normalize(): this;
 
 
 	/**
 	/**
-   * NOTE: Vector4 doesn't have the property.
-   *
-   * distanceTo(v:T):number;
-   */
+	 * NOTE: Vector4 doesn't have the property.
+	 *
+	 * distanceTo(v:T):number;
+	 */
 	distanceTo?( v: Vector ): number;
 	distanceTo?( v: Vector ): number;
 
 
 	/**
 	/**
-   * NOTE: Vector4 doesn't have the property.
-   *
-   * distanceToSquared(v:T):number;
-   */
+	 * NOTE: Vector4 doesn't have the property.
+	 *
+	 * distanceToSquared(v:T):number;
+	 */
 	distanceToSquared?( v: Vector ): number;
 	distanceToSquared?( v: Vector ): number;
 
 
 	/**
 	/**
-   * setLength(l:number):T;
-   */
+	 * setLength(l:number):T;
+	 */
 	setLength( l: number ): this;
 	setLength( l: number ): this;
 
 
 	/**
 	/**
-   * lerp(v:T, alpha:number):T;
-   */
+	 * lerp(v:T, alpha:number):T;
+	 */
 	lerp( v: Vector, alpha: number ): this;
 	lerp( v: Vector, alpha: number ): this;
 
 
 	/**
 	/**
-   * equals(v:T):boolean;
-   */
+	 * equals(v:T):boolean;
+	 */
 	equals( v: Vector ): boolean;
 	equals( v: Vector ): boolean;
 
 
 	/**
 	/**
-   * clone():T;
-   */
+	 * clone():T;
+	 */
 	clone(): this;
 	clone(): this;
 }
 }
 
 
@@ -141,315 +141,315 @@ export class Vector2 implements Vector {
 	isVector2: true;
 	isVector2: true;
 
 
 	/**
 	/**
-   * Sets value of this vector.
-   */
+	 * Sets value of this vector.
+	 */
 	set( x: number, y: number ): this;
 	set( x: number, y: number ): this;
 
 
 	/**
 	/**
-   * Sets the x and y values of this vector both equal to scalar.
-   */
+	 * Sets the x and y values of this vector both equal to scalar.
+	 */
 	setScalar( scalar: number ): this;
 	setScalar( scalar: number ): this;
 
 
 	/**
 	/**
-   * Sets X component of this vector.
-   */
+	 * Sets X component of this vector.
+	 */
 	setX( x: number ): this;
 	setX( x: number ): this;
 
 
 	/**
 	/**
-   * Sets Y component of this vector.
-   */
+	 * Sets Y component of this vector.
+	 */
 	setY( y: number ): this;
 	setY( y: number ): this;
 
 
 	/**
 	/**
-   * Sets a component of this vector.
-   */
+	 * Sets a component of this vector.
+	 */
 	setComponent( index: number, value: number ): this;
 	setComponent( index: number, value: number ): this;
 
 
 	/**
 	/**
-   * Gets a component of this vector.
-   */
+	 * Gets a component of this vector.
+	 */
 	getComponent( index: number ): number;
 	getComponent( index: number ): number;
 
 
 	/**
 	/**
-   * Returns a new Vector2 instance with the same `x` and `y` values.
-   */
+	 * Returns a new Vector2 instance with the same `x` and `y` values.
+	 */
 	clone(): this;
 	clone(): this;
 
 
 	/**
 	/**
-   * Copies value of v to this vector.
-   */
+	 * Copies value of v to this vector.
+	 */
 	copy( v: Vector2 ): this;
 	copy( v: Vector2 ): this;
 
 
 	/**
 	/**
-   * Adds v to this vector.
-   */
+	 * Adds v to this vector.
+	 */
 	add( v: Vector2, w?: Vector2 ): this;
 	add( v: Vector2, w?: Vector2 ): this;
 
 
 	/**
 	/**
-   * Adds the scalar value s to this vector's x and y values.
-   */
+	 * Adds the scalar value s to this vector's x and y values.
+	 */
 	addScalar( s: number ): this;
 	addScalar( s: number ): this;
 
 
 	/**
 	/**
-   * Sets this vector to a + b.
-   */
+	 * Sets this vector to a + b.
+	 */
 	addVectors( a: Vector2, b: Vector2 ): this;
 	addVectors( a: Vector2, b: Vector2 ): this;
 
 
 	/**
 	/**
-   * Adds the multiple of v and s to this vector.
-   */
+	 * Adds the multiple of v and s to this vector.
+	 */
 	addScaledVector( v: Vector2, s: number ): this;
 	addScaledVector( v: Vector2, s: number ): this;
 
 
 	/**
 	/**
-   * Subtracts v from this vector.
-   */
+	 * Subtracts v from this vector.
+	 */
 	sub( v: Vector2 ): this;
 	sub( v: Vector2 ): this;
 
 
 	/**
 	/**
-   * Subtracts s from this vector's x and y components.
-   */
+	 * Subtracts s from this vector's x and y components.
+	 */
 	subScalar( s: number ): this;
 	subScalar( s: number ): this;
 
 
 	/**
 	/**
-   * Sets this vector to a - b.
-   */
+	 * Sets this vector to a - b.
+	 */
 	subVectors( a: Vector2, b: Vector2 ): this;
 	subVectors( a: Vector2, b: Vector2 ): this;
 
 
 	/**
 	/**
-   * Multiplies this vector by v.
-   */
+	 * Multiplies this vector by v.
+	 */
 	multiply( v: Vector2 ): this;
 	multiply( v: Vector2 ): this;
 
 
 	/**
 	/**
-   * Multiplies this vector by scalar s.
-   */
+	 * Multiplies this vector by scalar s.
+	 */
 	multiplyScalar( scalar: number ): this;
 	multiplyScalar( scalar: number ): this;
 
 
 	/**
 	/**
-   * Divides this vector by v.
-   */
+	 * Divides this vector by v.
+	 */
 	divide( v: Vector2 ): this;
 	divide( v: Vector2 ): this;
 
 
 	/**
 	/**
-   * Divides this vector by scalar s.
-   * Set vector to ( 0, 0 ) if s == 0.
-   */
+	 * Divides this vector by scalar s.
+	 * Set vector to ( 0, 0 ) if s == 0.
+	 */
 	divideScalar( s: number ): this;
 	divideScalar( s: number ): this;
 
 
 	/**
 	/**
-   * Multiplies this vector (with an implicit 1 as the 3rd component) by m.
-   */
+	 * Multiplies this vector (with an implicit 1 as the 3rd component) by m.
+	 */
 	applyMatrix3( m: Matrix3 ): this;
 	applyMatrix3( m: Matrix3 ): this;
 
 
 	/**
 	/**
-   * If this vector's x or y value is greater than v's x or y value, replace that value with the corresponding min value.
-   */
+	 * If this vector's x or y value is greater than v's x or y value, replace that value with the corresponding min value.
+	 */
 	min( v: Vector2 ): this;
 	min( v: Vector2 ): this;
 
 
 	/**
 	/**
-   * If this vector's x or y value is less than v's x or y value, replace that value with the corresponding max value.
-   */
+	 * If this vector's x or y value is less than v's x or y value, replace that value with the corresponding max value.
+	 */
 	max( v: Vector2 ): this;
 	max( v: Vector2 ): this;
 
 
 	/**
 	/**
-   * If this vector's x or y value is greater than the max vector's x or y value, it is replaced by the corresponding value.
-   * If this vector's x or y value is less than the min vector's x or y value, it is replaced by the corresponding value.
-   * @param min the minimum x and y values.
-   * @param max the maximum x and y values in the desired range.
-   */
+	 * If this vector's x or y value is greater than the max vector's x or y value, it is replaced by the corresponding value.
+	 * If this vector's x or y value is less than the min vector's x or y value, it is replaced by the corresponding value.
+	 * @param min the minimum x and y values.
+	 * @param max the maximum x and y values in the desired range.
+	 */
 	clamp( min: Vector2, max: Vector2 ): this;
 	clamp( min: Vector2, max: Vector2 ): this;
 
 
 	/**
 	/**
-   * If this vector's x or y values are greater than the max value, they are replaced by the max value.
-   * If this vector's x or y values are less than the min value, they are replaced by the min value.
-   * @param min the minimum value the components will be clamped to.
-   * @param max the maximum value the components will be clamped to.
-   */
+	 * If this vector's x or y values are greater than the max value, they are replaced by the max value.
+	 * If this vector's x or y values are less than the min value, they are replaced by the min value.
+	 * @param min the minimum value the components will be clamped to.
+	 * @param max the maximum value the components will be clamped to.
+	 */
 	clampScalar( min: number, max: number ): this;
 	clampScalar( min: number, max: number ): this;
 
 
 	/**
 	/**
-   * If this vector's length is greater than the max value, it is replaced by the max value.
-   * If this vector's length is less than the min value, it is replaced by the min value.
-   * @param min the minimum value the length will be clamped to.
-   * @param max the maximum value the length will be clamped to.
-   */
+	 * If this vector's length is greater than the max value, it is replaced by the max value.
+	 * If this vector's length is less than the min value, it is replaced by the min value.
+	 * @param min the minimum value the length will be clamped to.
+	 * @param max the maximum value the length will be clamped to.
+	 */
 	clampLength( min: number, max: number ): this;
 	clampLength( min: number, max: number ): this;
 
 
 	/**
 	/**
-   * The components of the vector are rounded down to the nearest integer value.
-   */
+	 * The components of the vector are rounded down to the nearest integer value.
+	 */
 	floor(): this;
 	floor(): this;
 
 
 	/**
 	/**
-   * The x and y components of the vector are rounded up to the nearest integer value.
-   */
+	 * The x and y components of the vector are rounded up to the nearest integer value.
+	 */
 	ceil(): this;
 	ceil(): this;
 
 
 	/**
 	/**
-   * The components of the vector are rounded to the nearest integer value.
-   */
+	 * The components of the vector are rounded to the nearest integer value.
+	 */
 	round(): this;
 	round(): this;
 
 
 	/**
 	/**
-   * The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
-   */
+	 * The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
+	 */
 	roundToZero(): this;
 	roundToZero(): this;
 
 
 	/**
 	/**
-   * Inverts this vector.
-   */
+	 * Inverts this vector.
+	 */
 	negate(): this;
 	negate(): this;
 
 
 	/**
 	/**
-   * Computes dot product of this vector and v.
-   */
+	 * Computes dot product of this vector and v.
+	 */
 	dot( v: Vector2 ): number;
 	dot( v: Vector2 ): number;
 
 
 	/**
 	/**
-   * Computes cross product of this vector and v.
-   */
+	 * Computes cross product of this vector and v.
+	 */
 	cross( v: Vector2 ): number;
 	cross( v: Vector2 ): number;
 
 
 	/**
 	/**
-   * Computes squared length of this vector.
-   */
+	 * Computes squared length of this vector.
+	 */
 	lengthSq(): number;
 	lengthSq(): number;
 
 
 	/**
 	/**
-   * Computes length of this vector.
-   */
+	 * Computes length of this vector.
+	 */
 	length(): number;
 	length(): number;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Vector2#manhattanLength .manhattanLength()} instead.
-   */
+	 * @deprecated Use {@link Vector2#manhattanLength .manhattanLength()} instead.
+	 */
 	lengthManhattan(): number;
 	lengthManhattan(): number;
 
 
 	/**
 	/**
-   * Computes the Manhattan length of this vector.
-   *
-   * @return {number}
-   *
-   * @see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
-   */
+	 * Computes the Manhattan length of this vector.
+	 *
+	 * @return {number}
+	 *
+	 * @see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
+	 */
 	manhattanLength(): number;
 	manhattanLength(): number;
 
 
 	/**
 	/**
-   * Normalizes this vector.
-   */
+	 * Normalizes this vector.
+	 */
 	normalize(): this;
 	normalize(): this;
 
 
 	/**
 	/**
-   * computes the angle in radians with respect to the positive x-axis
-   */
+	 * computes the angle in radians with respect to the positive x-axis
+	 */
 	angle(): number;
 	angle(): number;
 
 
 	/**
 	/**
-   * Computes distance of this vector to v.
-   */
+	 * Computes distance of this vector to v.
+	 */
 	distanceTo( v: Vector2 ): number;
 	distanceTo( v: Vector2 ): number;
 
 
 	/**
 	/**
-   * Computes squared distance of this vector to v.
-   */
+	 * Computes squared distance of this vector to v.
+	 */
 	distanceToSquared( v: Vector2 ): number;
 	distanceToSquared( v: Vector2 ): number;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Vector2#manhattanDistanceTo .manhattanDistanceTo()} instead.
-   */
+	 * @deprecated Use {@link Vector2#manhattanDistanceTo .manhattanDistanceTo()} instead.
+	 */
 	distanceToManhattan( v: Vector2 ): number;
 	distanceToManhattan( v: Vector2 ): number;
 
 
 	/**
 	/**
-   * Computes the Manhattan length (distance) from this vector to the given vector v
-   *
-   * @param {Vector2} v
-   *
-   * @return {number}
-   *
-   * @see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
-   */
+	 * Computes the Manhattan length (distance) from this vector to the given vector v
+	 *
+	 * @param {Vector2} v
+	 *
+	 * @return {number}
+	 *
+	 * @see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
+	 */
 	manhattanDistanceTo( v: Vector2 ): number;
 	manhattanDistanceTo( v: Vector2 ): number;
 
 
 	/**
 	/**
-   * Normalizes this vector and multiplies it by l.
-   */
+	 * Normalizes this vector and multiplies it by l.
+	 */
 	setLength( length: number ): this;
 	setLength( length: number ): this;
 
 
 	/**
 	/**
-   * Linearly interpolates between this vector and v, where alpha is the distance along the line - alpha = 0 will be this vector, and alpha = 1 will be v.
-   * @param v vector to interpolate towards.
-   * @param alpha interpolation factor in the closed interval [0, 1].
-   */
+	 * Linearly interpolates between this vector and v, where alpha is the distance along the line - alpha = 0 will be this vector, and alpha = 1 will be v.
+	 * @param v vector to interpolate towards.
+	 * @param alpha interpolation factor in the closed interval [0, 1].
+	 */
 	lerp( v: Vector2, alpha: number ): this;
 	lerp( v: Vector2, alpha: number ): this;
 
 
 	/**
 	/**
-   * Sets this vector to be the vector linearly interpolated between v1 and v2 where alpha is the distance along the line connecting the two vectors - alpha = 0 will be v1, and alpha = 1 will be v2.
-   * @param v1 the starting vector.
-   * @param v2 vector to interpolate towards.
-   * @param alpha interpolation factor in the closed interval [0, 1].
-   */
+	 * Sets this vector to be the vector linearly interpolated between v1 and v2 where alpha is the distance along the line connecting the two vectors - alpha = 0 will be v1, and alpha = 1 will be v2.
+	 * @param v1 the starting vector.
+	 * @param v2 vector to interpolate towards.
+	 * @param alpha interpolation factor in the closed interval [0, 1].
+	 */
 	lerpVectors( v1: Vector2, v2: Vector2, alpha: number ): this;
 	lerpVectors( v1: Vector2, v2: Vector2, alpha: number ): this;
 
 
 	/**
 	/**
-   * Checks for strict equality of this vector and v.
-   */
+	 * Checks for strict equality of this vector and v.
+	 */
 	equals( v: Vector2 ): boolean;
 	equals( v: Vector2 ): boolean;
 
 
 	/**
 	/**
-   * Sets this vector's x value to be array[offset] and y value to be array[offset + 1].
-   * @param array the source array.
-   * @param offset (optional) offset into the array. Default is 0.
-   */
+	 * Sets this vector's x value to be array[offset] and y value to be array[offset + 1].
+	 * @param array the source array.
+	 * @param offset (optional) offset into the array. Default is 0.
+	 */
 	fromArray( array: number[], offset?: number ): this;
 	fromArray( array: number[], offset?: number ): this;
 
 
 	/**
 	/**
-   * Returns an array [x, y], or copies x and y into the provided array.
-   * @param array (optional) array to store the vector to. If this is not provided, a new array will be created.
-   * @param offset (optional) optional offset into the array.
-   * @return The created or provided array.
-   */
+	 * Returns an array [x, y], or copies x and y into the provided array.
+	 * @param array (optional) array to store the vector to. If this is not provided, a new array will be created.
+	 * @param offset (optional) optional offset into the array.
+	 * @return The created or provided array.
+	 */
 	toArray( array?: number[], offset?: number ): number[];
 	toArray( array?: number[], offset?: number ): number[];
 
 
 	/**
 	/**
-   * Copies x and y into the provided array-like.
-   * @param array array-like to store the vector to.
-   * @param offset (optional) optional offset into the array.
-   * @return The provided array-like.
-   */
+	 * Copies x and y into the provided array-like.
+	 * @param array array-like to store the vector to.
+	 * @param offset (optional) optional offset into the array.
+	 * @return The provided array-like.
+	 */
 	toArray( array: ArrayLike<number>, offset?: number ): ArrayLike<number>;
 	toArray( array: ArrayLike<number>, offset?: number ): ArrayLike<number>;
 
 
 	/**
 	/**
-   * Sets this vector's x and y values from the attribute.
-   * @param attribute the source attribute.
-   * @param index index in the attribute.
-   */
+	 * Sets this vector's x and y values from the attribute.
+	 * @param attribute the source attribute.
+	 * @param index index in the attribute.
+	 */
 	fromBufferAttribute( attribute: BufferAttribute, index: number ): this;
 	fromBufferAttribute( attribute: BufferAttribute, index: number ): this;
 
 
 	/**
 	/**
-   * Rotates the vector around center by angle radians.
-   * @param center the point around which to rotate.
-   * @param angle the angle to rotate, in radians.
-   */
+	 * Rotates the vector around center by angle radians.
+	 * @param center the point around which to rotate.
+	 * @param angle the angle to rotate, in radians.
+	 */
 	rotateAround( center: Vector2, angle: number ): this;
 	rotateAround( center: Vector2, angle: number ): this;
 
 
 	/**
 	/**
-   * Computes the Manhattan length of this vector.
-   *
-   * @return {number}
-   *
-   * @see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
-   */
+	 * Computes the Manhattan length of this vector.
+	 *
+	 * @return {number}
+	 *
+	 * @see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
+	 */
 	manhattanLength(): number;
 	manhattanLength(): number;
 
 
 	/**
 	/**
-   * Computes the Manhattan length (distance) from this vector to the given vector v
-   *
-   * @param {Vector2} v
-   *
-   * @return {number}
-   *
-   * @see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
-   */
+	 * Computes the Manhattan length (distance) from this vector to the given vector v
+	 *
+	 * @param {Vector2} v
+	 *
+	 * @return {number}
+	 *
+	 * @see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
+	 */
 	manhattanDistanceTo( v: Vector2 ): number;
 	manhattanDistanceTo( v: Vector2 ): number;
 
 
 }
 }

+ 80 - 80
src/math/Vector3.d.ts

@@ -30,28 +30,28 @@ export class Vector3 implements Vector {
 	isVector3: true;
 	isVector3: true;
 
 
 	/**
 	/**
-   * Sets value of this vector.
-   */
+	 * Sets value of this vector.
+	 */
 	set( x: number, y: number, z: number ): this;
 	set( x: number, y: number, z: number ): this;
 
 
 	/**
 	/**
-   * Sets all values of this vector.
-   */
+	 * Sets all values of this vector.
+	 */
 	setScalar( scalar: number ): this;
 	setScalar( scalar: number ): this;
 
 
 	/**
 	/**
-   * Sets x value of this vector.
-   */
+	 * Sets x value of this vector.
+	 */
 	setX( x: number ): Vector3;
 	setX( x: number ): Vector3;
 
 
 	/**
 	/**
-   * Sets y value of this vector.
-   */
+	 * Sets y value of this vector.
+	 */
 	setY( y: number ): Vector3;
 	setY( y: number ): Vector3;
 
 
 	/**
 	/**
-   * Sets z value of this vector.
-   */
+	 * Sets z value of this vector.
+	 */
 	setZ( z: number ): Vector3;
 	setZ( z: number ): Vector3;
 
 
 	setComponent( index: number, value: number ): this;
 	setComponent( index: number, value: number ): this;
@@ -59,18 +59,18 @@ export class Vector3 implements Vector {
 	getComponent( index: number ): number;
 	getComponent( index: number ): number;
 
 
 	/**
 	/**
-   * Clones this vector.
-   */
+	 * Clones this vector.
+	 */
 	clone(): this;
 	clone(): this;
 
 
 	/**
 	/**
-   * Copies value of v to this vector.
-   */
+	 * Copies value of v to this vector.
+	 */
 	copy( v: Vector3 ): this;
 	copy( v: Vector3 ): this;
 
 
 	/**
 	/**
-   * Adds v to this vector.
-   */
+	 * Adds v to this vector.
+	 */
 	add( a: Vector3, b?: Vector3 ): this;
 	add( a: Vector3, b?: Vector3 ): this;
 
 
 	addScalar( s: number ): this;
 	addScalar( s: number ): this;
@@ -78,27 +78,27 @@ export class Vector3 implements Vector {
 	addScaledVector( v: Vector3, s: number ): this;
 	addScaledVector( v: Vector3, s: number ): this;
 
 
 	/**
 	/**
-   * Sets this vector to a + b.
-   */
+	 * Sets this vector to a + b.
+	 */
 	addVectors( a: Vector3, b: Vector3 ): this;
 	addVectors( a: Vector3, b: Vector3 ): this;
 
 
 	/**
 	/**
-   * Subtracts v from this vector.
-   */
+	 * Subtracts v from this vector.
+	 */
 	sub( a: Vector3 ): this;
 	sub( a: Vector3 ): this;
 
 
 	subScalar( s: number ): this;
 	subScalar( s: number ): this;
 
 
 	/**
 	/**
-   * Sets this vector to a - b.
-   */
+	 * Sets this vector to a - b.
+	 */
 	subVectors( a: Vector3, b: Vector3 ): this;
 	subVectors( a: Vector3, b: Vector3 ): this;
 
 
 	multiply( v: Vector3 ): this;
 	multiply( v: Vector3 ): this;
 
 
 	/**
 	/**
-   * Multiplies this vector by scalar s.
-   */
+	 * Multiplies this vector by scalar s.
+	 */
 	multiplyScalar( s: number ): this;
 	multiplyScalar( s: number ): this;
 
 
 	multiplyVectors( a: Vector3, b: Vector3 ): this;
 	multiplyVectors( a: Vector3, b: Vector3 ): this;
@@ -122,9 +122,9 @@ export class Vector3 implements Vector {
 	divide( v: Vector3 ): this;
 	divide( v: Vector3 ): this;
 
 
 	/**
 	/**
-   * Divides this vector by scalar s.
-   * Set vector to ( 0, 0, 0 ) if s == 0.
-   */
+	 * Divides this vector by scalar s.
+	 * Set vector to ( 0, 0, 0 ) if s == 0.
+	 */
 	divideScalar( s: number ): this;
 	divideScalar( s: number ): this;
 
 
 	min( v: Vector3 ): this;
 	min( v: Vector3 ): this;
@@ -146,74 +146,74 @@ export class Vector3 implements Vector {
 	roundToZero(): this;
 	roundToZero(): this;
 
 
 	/**
 	/**
-   * Inverts this vector.
-   */
+	 * Inverts this vector.
+	 */
 	negate(): this;
 	negate(): this;
 
 
 	/**
 	/**
-   * Computes dot product of this vector and v.
-   */
+	 * Computes dot product of this vector and v.
+	 */
 	dot( v: Vector3 ): number;
 	dot( v: Vector3 ): number;
 
 
 	/**
 	/**
-   * Computes squared length of this vector.
-   */
+	 * Computes squared length of this vector.
+	 */
 	lengthSq(): number;
 	lengthSq(): number;
 
 
 	/**
 	/**
-   * Computes length of this vector.
-   */
+	 * Computes length of this vector.
+	 */
 	length(): number;
 	length(): number;
 
 
 	/**
 	/**
-   * Computes Manhattan length of this vector.
-   * http://en.wikipedia.org/wiki/Taxicab_geometry
-   *
-   * @deprecated Use {@link Vector3#manhattanLength .manhattanLength()} instead.
-   */
+	 * Computes Manhattan length of this vector.
+	 * http://en.wikipedia.org/wiki/Taxicab_geometry
+	 *
+	 * @deprecated Use {@link Vector3#manhattanLength .manhattanLength()} instead.
+	 */
 	lengthManhattan(): number;
 	lengthManhattan(): number;
 
 
 	/**
 	/**
-   * Computes the Manhattan length of this vector.
-   *
-   * @return {number}
-   *
-   * @see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
-   */
+	 * Computes the Manhattan length of this vector.
+	 *
+	 * @return {number}
+	 *
+	 * @see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
+	 */
 	manhattanLength(): number;
 	manhattanLength(): number;
 
 
 	/**
 	/**
-   * Computes the Manhattan length (distance) from this vector to the given vector v
-   *
-   * @param {Vector3} v
-   *
-   * @return {number}
-   *
-   * @see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
-   */
+	 * Computes the Manhattan length (distance) from this vector to the given vector v
+	 *
+	 * @param {Vector3} v
+	 *
+	 * @return {number}
+	 *
+	 * @see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
+	 */
 	manhattanDistanceTo( v: Vector3 ): number;
 	manhattanDistanceTo( v: Vector3 ): number;
 
 
 	/**
 	/**
-   * Normalizes this vector.
-   */
+	 * Normalizes this vector.
+	 */
 	normalize(): this;
 	normalize(): this;
 
 
 	/**
 	/**
-   * Normalizes this vector and multiplies it by l.
-   */
+	 * Normalizes this vector and multiplies it by l.
+	 */
 	setLength( l: number ): this;
 	setLength( l: number ): this;
 	lerp( v: Vector3, alpha: number ): this;
 	lerp( v: Vector3, alpha: number ): this;
 
 
 	lerpVectors( v1: Vector3, v2: Vector3, alpha: number ): this;
 	lerpVectors( v1: Vector3, v2: Vector3, alpha: number ): this;
 
 
 	/**
 	/**
-   * Sets this vector to cross product of itself and v.
-   */
+	 * Sets this vector to cross product of itself and v.
+	 */
 	cross( a: Vector3, w?: Vector3 ): this;
 	cross( a: Vector3, w?: Vector3 ): this;
 
 
 	/**
 	/**
-   * Sets this vector to cross product of a and b.
-   */
+	 * Sets this vector to cross product of a and b.
+	 */
 	crossVectors( a: Vector3, b: Vector3 ): this;
 	crossVectors( a: Vector3, b: Vector3 ): this;
 	projectOnVector( v: Vector3 ): this;
 	projectOnVector( v: Vector3 ): this;
 	projectOnPlane( planeNormal: Vector3 ): this;
 	projectOnPlane( planeNormal: Vector3 ): this;
@@ -221,18 +221,18 @@ export class Vector3 implements Vector {
 	angleTo( v: Vector3 ): number;
 	angleTo( v: Vector3 ): number;
 
 
 	/**
 	/**
-   * Computes distance of this vector to v.
-   */
+	 * Computes distance of this vector to v.
+	 */
 	distanceTo( v: Vector3 ): number;
 	distanceTo( v: Vector3 ): number;
 
 
 	/**
 	/**
-   * Computes squared distance of this vector to v.
-   */
+	 * Computes squared distance of this vector to v.
+	 */
 	distanceToSquared( v: Vector3 ): number;
 	distanceToSquared( v: Vector3 ): number;
 
 
 	/**
 	/**
-   * @deprecated Use {@link Vector3#manhattanDistanceTo .manhattanDistanceTo()} instead.
-   */
+	 * @deprecated Use {@link Vector3#manhattanDistanceTo .manhattanDistanceTo()} instead.
+	 */
 	distanceToManhattan( v: Vector3 ): number;
 	distanceToManhattan( v: Vector3 ): number;
 
 
 	setFromSpherical( s: Spherical ): this;
 	setFromSpherical( s: Spherical ): this;
@@ -242,26 +242,26 @@ export class Vector3 implements Vector {
 	setFromMatrixColumn( matrix: Matrix4, index: number ): this;
 	setFromMatrixColumn( matrix: Matrix4, index: number ): this;
 
 
 	/**
 	/**
-   * Checks for strict equality of this vector and v.
-   */
+	 * Checks for strict equality of this vector and v.
+	 */
 	equals( v: Vector3 ): boolean;
 	equals( v: Vector3 ): boolean;
 
 
 	fromArray( xyz: number[], offset?: number ): Vector3;
 	fromArray( xyz: number[], offset?: number ): Vector3;
 
 
 	/**
 	/**
-   * Returns an array [x, y, z], or copies x, y and z into the provided array.
-   * @param array (optional) array to store the vector to. If this is not provided, a new array will be created.
-   * @param offset (optional) optional offset into the array.
-   * @return The created or provided array.
-   */
+	 * Returns an array [x, y, z], or copies x, y and z into the provided array.
+	 * @param array (optional) array to store the vector to. If this is not provided, a new array will be created.
+	 * @param offset (optional) optional offset into the array.
+	 * @return The created or provided array.
+	 */
 	toArray( xyz?: number[], offset?: number ): number[];
 	toArray( xyz?: number[], offset?: number ): number[];
 
 
 	/**
 	/**
-   * Copies x, y and z into the provided array-like.
-   * @param array array-like to store the vector to.
-   * @param offset (optional) optional offset into the array.
-   * @return The provided array-like.
-   */
+	 * Copies x, y and z into the provided array-like.
+	 * @param array array-like to store the vector to.
+	 * @param offset (optional) optional offset into the array.
+	 * @return The provided array-like.
+	 */
 	toArray( xyz: ArrayLike<number>, offset?: number ): ArrayLike<number>;
 	toArray( xyz: ArrayLike<number>, offset?: number ): ArrayLike<number>;
 
 
 	fromBufferAttribute(
 	fromBufferAttribute(

+ 57 - 57
src/math/Vector4.d.ts

@@ -24,33 +24,33 @@ export class Vector4 implements Vector {
 	isVector4: true;
 	isVector4: true;
 
 
 	/**
 	/**
-   * Sets value of this vector.
-   */
+	 * Sets value of this vector.
+	 */
 	set( x: number, y: number, z: number, w: number ): this;
 	set( x: number, y: number, z: number, w: number ): this;
 
 
 	/**
 	/**
-   * Sets all values of this vector.
-   */
+	 * Sets all values of this vector.
+	 */
 	setScalar( scalar: number ): this;
 	setScalar( scalar: number ): this;
 
 
 	/**
 	/**
-   * Sets X component of this vector.
-   */
+	 * Sets X component of this vector.
+	 */
 	setX( x: number ): this;
 	setX( x: number ): this;
 
 
 	/**
 	/**
-   * Sets Y component of this vector.
-   */
+	 * Sets Y component of this vector.
+	 */
 	setY( y: number ): this;
 	setY( y: number ): this;
 
 
 	/**
 	/**
-   * Sets Z component of this vector.
-   */
+	 * Sets Z component of this vector.
+	 */
 	setZ( z: number ): this;
 	setZ( z: number ): this;
 
 
 	/**
 	/**
-   * Sets w component of this vector.
-   */
+	 * Sets w component of this vector.
+	 */
 	setW( w: number ): this;
 	setW( w: number ): this;
 
 
 	setComponent( index: number, value: number ): this;
 	setComponent( index: number, value: number ): this;
@@ -58,63 +58,63 @@ export class Vector4 implements Vector {
 	getComponent( index: number ): number;
 	getComponent( index: number ): number;
 
 
 	/**
 	/**
-   * Clones this vector.
-   */
+	 * Clones this vector.
+	 */
 	clone(): this;
 	clone(): this;
 
 
 	/**
 	/**
-   * Copies value of v to this vector.
-   */
+	 * Copies value of v to this vector.
+	 */
 	copy( v: Vector4 ): this;
 	copy( v: Vector4 ): this;
 
 
 	/**
 	/**
-   * Adds v to this vector.
-   */
+	 * Adds v to this vector.
+	 */
 	add( v: Vector4, w?: Vector4 ): this;
 	add( v: Vector4, w?: Vector4 ): this;
 
 
 	addScalar( scalar: number ): this;
 	addScalar( scalar: number ): this;
 
 
 	/**
 	/**
-   * Sets this vector to a + b.
-   */
+	 * Sets this vector to a + b.
+	 */
 	addVectors( a: Vector4, b: Vector4 ): this;
 	addVectors( a: Vector4, b: Vector4 ): this;
 
 
 	addScaledVector( v: Vector4, s: number ): this;
 	addScaledVector( v: Vector4, s: number ): this;
 	/**
 	/**
-   * Subtracts v from this vector.
-   */
+	 * Subtracts v from this vector.
+	 */
 	sub( v: Vector4 ): this;
 	sub( v: Vector4 ): this;
 
 
 	subScalar( s: number ): this;
 	subScalar( s: number ): this;
 
 
 	/**
 	/**
-   * Sets this vector to a - b.
-   */
+	 * Sets this vector to a - b.
+	 */
 	subVectors( a: Vector4, b: Vector4 ): this;
 	subVectors( a: Vector4, b: Vector4 ): this;
 
 
 	/**
 	/**
-   * Multiplies this vector by scalar s.
-   */
+	 * Multiplies this vector by scalar s.
+	 */
 	multiplyScalar( s: number ): this;
 	multiplyScalar( s: number ): this;
 
 
 	applyMatrix4( m: Matrix4 ): this;
 	applyMatrix4( m: Matrix4 ): this;
 
 
 	/**
 	/**
-   * Divides this vector by scalar s.
-   * Set vector to ( 0, 0, 0 ) if s == 0.
-   */
+	 * Divides this vector by scalar s.
+	 * Set vector to ( 0, 0, 0 ) if s == 0.
+	 */
 	divideScalar( s: number ): this;
 	divideScalar( s: number ): this;
 
 
 	/**
 	/**
-   * http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
-   * @param q is assumed to be normalized
-   */
+	 * http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
+	 * @param q is assumed to be normalized
+	 */
 	setAxisAngleFromQuaternion( q: Quaternion ): this;
 	setAxisAngleFromQuaternion( q: Quaternion ): this;
 
 
 	/**
 	/**
-   * http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
-   * @param m assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-   */
+	 * http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
+	 * @param m assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+	 */
 	setAxisAngleFromRotationMatrix( m: Matrix3 ): this;
 	setAxisAngleFromRotationMatrix( m: Matrix3 ): this;
 
 
 	min( v: Vector4 ): this;
 	min( v: Vector4 ): this;
@@ -127,53 +127,53 @@ export class Vector4 implements Vector {
 	roundToZero(): this;
 	roundToZero(): this;
 
 
 	/**
 	/**
-   * Inverts this vector.
-   */
+	 * Inverts this vector.
+	 */
 	negate(): this;
 	negate(): this;
 
 
 	/**
 	/**
-   * Computes dot product of this vector and v.
-   */
+	 * Computes dot product of this vector and v.
+	 */
 	dot( v: Vector4 ): number;
 	dot( v: Vector4 ): number;
 
 
 	/**
 	/**
-   * Computes squared length of this vector.
-   */
+	 * Computes squared length of this vector.
+	 */
 	lengthSq(): number;
 	lengthSq(): number;
 
 
 	/**
 	/**
-   * Computes length of this vector.
-   */
+	 * Computes length of this vector.
+	 */
 	length(): number;
 	length(): number;
 
 
 	/**
 	/**
-   * Computes the Manhattan length of this vector.
-   *
-   * @return {number}
-   *
-   * @see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
-   */
+	 * Computes the Manhattan length of this vector.
+	 *
+	 * @return {number}
+	 *
+	 * @see {@link http://en.wikipedia.org/wiki/Taxicab_geometry|Wikipedia: Taxicab Geometry}
+	 */
 	manhattanLength(): number;
 	manhattanLength(): number;
 
 
 	/**
 	/**
-   * Normalizes this vector.
-   */
+	 * Normalizes this vector.
+	 */
 	normalize(): this;
 	normalize(): this;
 	/**
 	/**
-   * Normalizes this vector and multiplies it by l.
-   */
+	 * Normalizes this vector and multiplies it by l.
+	 */
 	setLength( length: number ): this;
 	setLength( length: number ): this;
 
 
 	/**
 	/**
-   * Linearly interpolate between this vector and v with alpha factor.
-   */
+	 * Linearly interpolate between this vector and v with alpha factor.
+	 */
 	lerp( v: Vector4, alpha: number ): this;
 	lerp( v: Vector4, alpha: number ): this;
 
 
 	lerpVectors( v1: Vector4, v2: Vector4, alpha: number ): this;
 	lerpVectors( v1: Vector4, v2: Vector4, alpha: number ): this;
 
 
 	/**
 	/**
-   * Checks for strict equality of this vector and v.
-   */
+	 * Checks for strict equality of this vector and v.
+	 */
 	equals( v: Vector4 ): boolean;
 	equals( v: Vector4 ): boolean;
 
 
 	fromArray( xyzw: number[], offset?: number ): this;
 	fromArray( xyzw: number[], offset?: number ): this;

+ 2 - 2
src/objects/LOD.d.ts

@@ -18,8 +18,8 @@ export class LOD extends Object3D {
 	toJSON( meta: any ): any;
 	toJSON( meta: any ): any;
 
 
 	/**
 	/**
-   * @deprecated Use {@link LOD#levels .levels} instead.
-   */
+	 * @deprecated Use {@link LOD#levels .levels} instead.
+	 */
 	objects: any[];
 	objects: any[];
 
 
 }
 }

+ 7 - 7
src/objects/Points.d.ts

@@ -13,9 +13,9 @@ import { Intersection } from '../core/Raycaster';
 export class Points extends Object3D {
 export class Points extends Object3D {
 
 
 	/**
 	/**
-   * @param geometry An instance of Geometry or BufferGeometry.
-   * @param material An instance of Material (optional).
-   */
+	 * @param geometry An instance of Geometry or BufferGeometry.
+	 * @param material An instance of Material (optional).
+	 */
 	constructor(
 	constructor(
 		geometry?: Geometry | BufferGeometry,
 		geometry?: Geometry | BufferGeometry,
 		material?: Material | Material[]
 		material?: Material | Material[]
@@ -25,13 +25,13 @@ export class Points extends Object3D {
 	isPoints: true;
 	isPoints: true;
 
 
 	/**
 	/**
-   * An instance of Geometry or BufferGeometry, where each vertex designates the position of a particle in the system.
-   */
+	 * An instance of Geometry or BufferGeometry, where each vertex designates the position of a particle in the system.
+	 */
 	geometry: Geometry | BufferGeometry;
 	geometry: Geometry | BufferGeometry;
 
 
 	/**
 	/**
-   * An instance of Material, defining the object's appearance. Default is a PointsMaterial with randomised colour.
-   */
+	 * An instance of Material, defining the object's appearance. Default is a PointsMaterial with randomised colour.
+	 */
 	material: Material | Material[];
 	material: Material | Material[];
 
 
 	raycast( raycaster: Raycaster, intersects: Intersection[] ): void;
 	raycast( raycaster: Raycaster, intersects: Intersection[] ): void;

+ 2 - 2
src/objects/Skeleton.d.ts

@@ -14,8 +14,8 @@ export class Skeleton {
 	constructor( bones: Bone[], boneInverses?: Matrix4[] );
 	constructor( bones: Bone[], boneInverses?: Matrix4[] );
 
 
 	/**
 	/**
-   * @deprecated This property has been removed completely.
-   */
+	 * @deprecated This property has been removed completely.
+	 */
 	useVertexTexture: boolean;
 	useVertexTexture: boolean;
 	identityMatrix: Matrix4;
 	identityMatrix: Matrix4;
 	bones: Bone[];
 	bones: Bone[];

+ 9 - 9
src/polyfills.d.ts

@@ -5,12 +5,12 @@ export function log( message?: any, ...optionalParams: any[] ): void;
 
 
 // typed array parameters
 // typed array parameters
 export type TypedArray =
 export type TypedArray =
-  | Int8Array
-  | Uint8Array
-  | Uint8ClampedArray
-  | Int16Array
-  | Uint16Array
-  | Int32Array
-  | Uint32Array
-  | Float32Array
-  | Float64Array;
+	| Int8Array
+	| Uint8Array
+	| Uint8ClampedArray
+	| Int16Array
+	| Uint16Array
+	| Int32Array
+	| Uint32Array
+	| Float32Array
+	| Float64Array;

+ 20 - 20
src/renderers/WebGLRenderTarget.d.ts

@@ -35,44 +35,44 @@ export class WebGLRenderTarget extends EventDispatcher {
 	stencilBuffer: boolean;
 	stencilBuffer: boolean;
 	depthTexture: Texture;
 	depthTexture: Texture;
 	/**
 	/**
-   * @deprecated Use {@link Texture#wrapS texture.wrapS} instead.
-   */
+	 * @deprecated Use {@link Texture#wrapS texture.wrapS} instead.
+	 */
 	wrapS: any;
 	wrapS: any;
 	/**
 	/**
-   * @deprecated Use {@link Texture#wrapT texture.wrapT} instead.
-   */
+	 * @deprecated Use {@link Texture#wrapT texture.wrapT} instead.
+	 */
 	wrapT: any;
 	wrapT: any;
 	/**
 	/**
-   * @deprecated Use {@link Texture#magFilter texture.magFilter} instead.
-   */
+	 * @deprecated Use {@link Texture#magFilter texture.magFilter} instead.
+	 */
 	magFilter: any;
 	magFilter: any;
 	/**
 	/**
-   * @deprecated Use {@link Texture#minFilter texture.minFilter} instead.
-   */
+	 * @deprecated Use {@link Texture#minFilter texture.minFilter} instead.
+	 */
 	minFilter: any;
 	minFilter: any;
 	/**
 	/**
-   * @deprecated Use {@link Texture#anisotropy texture.anisotropy} instead.
-   */
+	 * @deprecated Use {@link Texture#anisotropy texture.anisotropy} instead.
+	 */
 	anisotropy: any;
 	anisotropy: any;
 	/**
 	/**
-   * @deprecated Use {@link Texture#offset texture.offset} instead.
-   */
+	 * @deprecated Use {@link Texture#offset texture.offset} instead.
+	 */
 	offset: any;
 	offset: any;
 	/**
 	/**
-   * @deprecated Use {@link Texture#repeat texture.repeat} instead.
-   */
+	 * @deprecated Use {@link Texture#repeat texture.repeat} instead.
+	 */
 	repeat: any;
 	repeat: any;
 	/**
 	/**
-   * @deprecated Use {@link Texture#format texture.format} instead.
-   */
+	 * @deprecated Use {@link Texture#format texture.format} instead.
+	 */
 	format: any;
 	format: any;
 	/**
 	/**
-   * @deprecated Use {@link Texture#type texture.type} instead.
-   */
+	 * @deprecated Use {@link Texture#type texture.type} instead.
+	 */
 	type: any;
 	type: any;
 	/**
 	/**
-   * @deprecated Use {@link Texture#generateMipmaps texture.generateMipmaps} instead.
-   */
+	 * @deprecated Use {@link Texture#generateMipmaps texture.generateMipmaps} instead.
+	 */
 	generateMipmaps: any;
 	generateMipmaps: any;
 
 
 	setSize( width: number, height: number ): void;
 	setSize( width: number, height: number ): void;

+ 143 - 143
src/renderers/WebGLRenderer.d.ts

@@ -27,68 +27,68 @@ export interface Renderer {
 
 
 export interface WebGLRendererParameters {
 export interface WebGLRendererParameters {
 	/**
 	/**
-   * A Canvas where the renderer draws its output.
-   */
+	 * A Canvas where the renderer draws its output.
+	 */
 	canvas?: HTMLCanvasElement;
 	canvas?: HTMLCanvasElement;
 
 
 	/**
 	/**
-   * A WebGL Rendering Context.
-   * (https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext)
-   *  Default is null
-   */
+	 * A WebGL Rendering Context.
+	 * (https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext)
+	 *	Default is null
+	 */
 	context?: WebGLRenderingContext;
 	context?: WebGLRenderingContext;
 
 
 	/**
 	/**
-   *  shader precision. Can be "highp", "mediump" or "lowp".
-   */
+	 *	shader precision. Can be "highp", "mediump" or "lowp".
+	 */
 	precision?: string;
 	precision?: string;
 
 
 	/**
 	/**
-   * default is true.
-   */
+	 * default is true.
+	 */
 	alpha?: boolean;
 	alpha?: boolean;
 
 
 	/**
 	/**
-   * default is true.
-   */
+	 * default is true.
+	 */
 	premultipliedAlpha?: boolean;
 	premultipliedAlpha?: boolean;
 
 
 	/**
 	/**
-   * default is false.
-   */
+	 * default is false.
+	 */
 	antialias?: boolean;
 	antialias?: boolean;
 
 
 	/**
 	/**
-   * default is true.
-   */
+	 * default is true.
+	 */
 	stencil?: boolean;
 	stencil?: boolean;
 
 
 	/**
 	/**
-   * default is false.
-   */
+	 * default is false.
+	 */
 	preserveDrawingBuffer?: boolean;
 	preserveDrawingBuffer?: boolean;
 
 
 	/**
 	/**
-   *  Can be "high-performance", "low-power" or "default"
-   */
+	 *	Can be "high-performance", "low-power" or "default"
+	 */
 	powerPreference?: string;
 	powerPreference?: string;
 
 
 	/**
 	/**
-   * default is true.
-   */
+	 * default is true.
+	 */
 	depth?: boolean;
 	depth?: boolean;
 
 
 	/**
 	/**
-   * default is false.
-   */
+	 * default is false.
+	 */
 	logarithmicDepthBuffer?: boolean;
 	logarithmicDepthBuffer?: boolean;
 }
 }
 
 
 export interface WebGLDebug {
 export interface WebGLDebug {
 
 
 	/**
 	/**
-   * Enables error checking and reporting when shader programs are being compiled.
-   */
+	 * Enables error checking and reporting when shader programs are being compiled.
+	 */
 	checkShaderErrors: boolean;
 	checkShaderErrors: boolean;
 
 
 }
 }
@@ -102,49 +102,49 @@ export interface WebGLDebug {
 export class WebGLRenderer implements Renderer {
 export class WebGLRenderer implements Renderer {
 
 
 	/**
 	/**
-   * parameters is an optional object with properties defining the renderer's behaviour. The constructor also accepts no parameters at all. In all cases, it will assume sane defaults when parameters are missing.
-   */
+	 * parameters is an optional object with properties defining the renderer's behaviour. The constructor also accepts no parameters at all. In all cases, it will assume sane defaults when parameters are missing.
+	 */
 	constructor( parameters?: WebGLRendererParameters );
 	constructor( parameters?: WebGLRendererParameters );
 
 
 	/**
 	/**
-   * A Canvas where the renderer draws its output.
-   * This is automatically created by the renderer in the constructor (if not provided already); you just need to add it to your page.
-   */
+	 * A Canvas where the renderer draws its output.
+	 * This is automatically created by the renderer in the constructor (if not provided already); you just need to add it to your page.
+	 */
 	domElement: HTMLCanvasElement;
 	domElement: HTMLCanvasElement;
 
 
 	/**
 	/**
-   * The HTML5 Canvas's 'webgl' context obtained from the canvas where the renderer will draw.
-   */
+	 * The HTML5 Canvas's 'webgl' context obtained from the canvas where the renderer will draw.
+	 */
 	context: WebGLRenderingContext;
 	context: WebGLRenderingContext;
 
 
 	/**
 	/**
-   * Defines whether the renderer should automatically clear its output before rendering.
-   */
+	 * Defines whether the renderer should automatically clear its output before rendering.
+	 */
 	autoClear: boolean;
 	autoClear: boolean;
 
 
 	/**
 	/**
-   * If autoClear is true, defines whether the renderer should clear the color buffer. Default is true.
-   */
+	 * If autoClear is true, defines whether the renderer should clear the color buffer. Default is true.
+	 */
 	autoClearColor: boolean;
 	autoClearColor: boolean;
 
 
 	/**
 	/**
-   * If autoClear is true, defines whether the renderer should clear the depth buffer. Default is true.
-   */
+	 * If autoClear is true, defines whether the renderer should clear the depth buffer. Default is true.
+	 */
 	autoClearDepth: boolean;
 	autoClearDepth: boolean;
 
 
 	/**
 	/**
-   * If autoClear is true, defines whether the renderer should clear the stencil buffer. Default is true.
-   */
+	 * If autoClear is true, defines whether the renderer should clear the stencil buffer. Default is true.
+	 */
 	autoClearStencil: boolean;
 	autoClearStencil: boolean;
 
 
 	/**
 	/**
-   * Debug configurations.
-   */
+	 * Debug configurations.
+	 */
 	debug: WebGLDebug;
 	debug: WebGLDebug;
 
 
 	/**
 	/**
-   * Defines whether the renderer should sort objects. Default is true.
-   */
+	 * Defines whether the renderer should sort objects. Default is true.
+	 */
 	sortObjects: boolean;
 	sortObjects: boolean;
 
 
 	clippingPlanes: any[];
 	clippingPlanes: any[];
@@ -153,13 +153,13 @@ export class WebGLRenderer implements Renderer {
 	extensions: WebGLExtensions;
 	extensions: WebGLExtensions;
 
 
 	/**
 	/**
-   * Default is false.
-   */
+	 * Default is false.
+	 */
 	gammaInput: boolean;
 	gammaInput: boolean;
 
 
 	/**
 	/**
-   * Default is false.
-   */
+	 * Default is false.
+	 */
 	gammaOutput: boolean;
 	gammaOutput: boolean;
 
 
 	physicallyCorrectLights: boolean;
 	physicallyCorrectLights: boolean;
@@ -168,18 +168,18 @@ export class WebGLRenderer implements Renderer {
 	toneMappingWhitePoint: number;
 	toneMappingWhitePoint: number;
 
 
 	/**
 	/**
-   * Default is false.
-   */
+	 * Default is false.
+	 */
 	shadowMapDebug: boolean;
 	shadowMapDebug: boolean;
 
 
 	/**
 	/**
-   * Default is 8.
-   */
+	 * Default is 8.
+	 */
 	maxMorphTargets: number;
 	maxMorphTargets: number;
 
 
 	/**
 	/**
-   * Default is 4.
-   */
+	 * Default is 4.
+	 */
 	maxMorphNormals: number;
 	maxMorphNormals: number;
 
 
 	info: WebGLInfo;
 	info: WebGLInfo;
@@ -196,20 +196,20 @@ export class WebGLRenderer implements Renderer {
 	vr: WebVRManager;
 	vr: WebVRManager;
 
 
 	/**
 	/**
-   * Return the WebGL context.
-   */
+	 * Return the WebGL context.
+	 */
 	getContext(): WebGLRenderingContext;
 	getContext(): WebGLRenderingContext;
 	getContextAttributes(): any;
 	getContextAttributes(): any;
 	forceContextLoss(): void;
 	forceContextLoss(): void;
 
 
 	/**
 	/**
-   * @deprecated Use {@link WebGLCapabilities#getMaxAnisotropy .capabilities.getMaxAnisotropy()} instead.
-   */
+	 * @deprecated Use {@link WebGLCapabilities#getMaxAnisotropy .capabilities.getMaxAnisotropy()} instead.
+	 */
 	getMaxAnisotropy(): number;
 	getMaxAnisotropy(): number;
 
 
 	/**
 	/**
-   * @deprecated Use {@link WebGLCapabilities#precision .capabilities.precision} instead.
-   */
+	 * @deprecated Use {@link WebGLCapabilities#precision .capabilities.precision} instead.
+	 */
 	getPrecision(): string;
 	getPrecision(): string;
 
 
 	getPixelRatio(): number;
 	getPixelRatio(): number;
@@ -221,66 +221,66 @@ export class WebGLRenderer implements Renderer {
 	getSize( target: Vector2 ): Vector2;
 	getSize( target: Vector2 ): Vector2;
 
 
 	/**
 	/**
-   * Resizes the output canvas to (width, height), and also sets the viewport to fit that size, starting in (0, 0).
-   */
+	 * Resizes the output canvas to (width, height), and also sets the viewport to fit that size, starting in (0, 0).
+	 */
 	setSize( width: number, height: number, updateStyle?: boolean ): void;
 	setSize( width: number, height: number, updateStyle?: boolean ): void;
 
 
 	getCurrentViewport( target: Vector4 ): Vector4;
 	getCurrentViewport( target: Vector4 ): Vector4;
 
 
 	/**
 	/**
-   * Copies the viewport into target.
-   */
+	 * Copies the viewport into target.
+	 */
 	getViewport( target: Vector4 ): Vector4;
 	getViewport( target: Vector4 ): Vector4;
 
 
 	/**
 	/**
-   * Sets the viewport to render from (x, y) to (x + width, y + height).
-   * (x, y) is the lower-left corner of the region.
-   */
+	 * Sets the viewport to render from (x, y) to (x + width, y + height).
+	 * (x, y) is the lower-left corner of the region.
+	 */
 	setViewport( x: Vector4 | number, y?: number, width?: number, height?: number ): void;
 	setViewport( x: Vector4 | number, y?: number, width?: number, height?: number ): void;
 
 
 	/**
 	/**
-   * Copies the scissor area into target.
-   */
+	 * Copies the scissor area into target.
+	 */
 	getScissor( target: Vector4 ): Vector4;
 	getScissor( target: Vector4 ): Vector4;
 
 
 	/**
 	/**
-   * Sets the scissor area from (x, y) to (x + width, y + height).
-   */
+	 * Sets the scissor area from (x, y) to (x + width, y + height).
+	 */
 	setScissor( x: Vector4 | number, y?: number, width?: number, height?: number ): void;
 	setScissor( x: Vector4 | number, y?: number, width?: number, height?: number ): void;
 
 
 	/**
 	/**
-   * Returns true if scissor test is enabled; returns false otherwise.
-   */
+	 * Returns true if scissor test is enabled; returns false otherwise.
+	 */
 	getScissorTest(): boolean;
 	getScissorTest(): boolean;
 
 
 	/**
 	/**
-   * Enable the scissor test. When this is enabled, only the pixels within the defined scissor area will be affected by further renderer actions.
-   */
+	 * Enable the scissor test. When this is enabled, only the pixels within the defined scissor area will be affected by further renderer actions.
+	 */
 	setScissorTest( enable: boolean ): void;
 	setScissorTest( enable: boolean ): void;
 
 
 	/**
 	/**
-   * Returns a THREE.Color instance with the current clear color.
-   */
+	 * Returns a THREE.Color instance with the current clear color.
+	 */
 	getClearColor(): Color;
 	getClearColor(): Color;
 
 
 	/**
 	/**
-   * Sets the clear color, using color for the color and alpha for the opacity.
-   */
+	 * Sets the clear color, using color for the color and alpha for the opacity.
+	 */
 	setClearColor( color: Color, alpha?: number ): void;
 	setClearColor( color: Color, alpha?: number ): void;
 	setClearColor( color: string, alpha?: number ): void;
 	setClearColor( color: string, alpha?: number ): void;
 	setClearColor( color: number, alpha?: number ): void;
 	setClearColor( color: number, alpha?: number ): void;
 
 
 	/**
 	/**
-   * Returns a float with the current clear alpha. Ranges from 0 to 1.
-   */
+	 * Returns a float with the current clear alpha. Ranges from 0 to 1.
+	 */
 	getClearAlpha(): number;
 	getClearAlpha(): number;
 
 
 	setClearAlpha( alpha: number ): void;
 	setClearAlpha( alpha: number ): void;
 
 
 	/**
 	/**
-   * Tells the renderer to clear its color, depth or stencil drawing buffer(s).
-   * Arguments default to true
-   */
+	 * Tells the renderer to clear its color, depth or stencil drawing buffer(s).
+	 * Arguments default to true
+	 */
 	clear( color?: boolean, depth?: boolean, stencil?: boolean ): void;
 	clear( color?: boolean, depth?: boolean, stencil?: boolean ): void;
 
 
 	clearColor(): void;
 	clearColor(): void;
@@ -294,17 +294,17 @@ export class WebGLRenderer implements Renderer {
 	): void;
 	): void;
 
 
 	/**
 	/**
-   * @deprecated Use {@link WebGLState#reset .state.reset()} instead.
-   */
+	 * @deprecated Use {@link WebGLState#reset .state.reset()} instead.
+	 */
 	resetGLState(): void;
 	resetGLState(): void;
 	dispose(): void;
 	dispose(): void;
 
 
 	/**
 	/**
-   * Tells the shadow map plugin to update using the passed scene and camera parameters.
-   *
-   * @param scene an instance of Scene
-   * @param camera — an instance of Camera
-   */
+	 * Tells the shadow map plugin to update using the passed scene and camera parameters.
+	 *
+	 * @param scene an instance of Scene
+	 * @param camera — an instance of Camera
+	 */
 	renderBufferImmediate(
 	renderBufferImmediate(
 		object: Object3D,
 		object: Object3D,
 		program: Object,
 		program: Object,
@@ -320,35 +320,35 @@ export class WebGLRenderer implements Renderer {
 	): void;
 	): void;
 
 
 	/**
 	/**
-   * A build in function that can be used instead of requestAnimationFrame. For WebVR projects this function must be used.
-   * @param callback The function will be called every available frame. If `null` is passed it will stop any already ongoing animation.
-   */
+	 * A build in function that can be used instead of requestAnimationFrame. For WebVR projects this function must be used.
+	 * @param callback The function will be called every available frame. If `null` is passed it will stop any already ongoing animation.
+	 */
 	setAnimationLoop( callback: Function ): void;
 	setAnimationLoop( callback: Function ): void;
 
 
 	/**
 	/**
-   * @deprecated Use {@link WebGLRenderer#setAnimationLoop .setAnimationLoop()} instead.
-   */
+	 * @deprecated Use {@link WebGLRenderer#setAnimationLoop .setAnimationLoop()} instead.
+	 */
 	animate( callback: Function ): void;
 	animate( callback: Function ): void;
 
 
 	/**
 	/**
-   * Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.
-   */
+	 * Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.
+	 */
 	compile(
 	compile(
 		scene: Scene,
 		scene: Scene,
 		camera: Camera
 		camera: Camera
 	): void;
 	): void;
 
 
 	/**
 	/**
-   * Render a scene using a camera.
-   * The render is done to a previously specified {@link WebGLRenderTarget#renderTarget .renderTarget} set by calling
-   * {@link WebGLRenderer#setRenderTarget .setRenderTarget} or to the canvas as usual.
-   *
-   * By default render buffers are cleared before rendering but you can prevent this by setting the property
-   * {@link WebGLRenderer#autoClear autoClear} to false. If you want to prevent only certain buffers being cleared
-   * you can set either the {@link WebGLRenderer#autoClearColor autoClearColor},
-   * {@link WebGLRenderer#autoClearStencil autoClearStencil} or {@link WebGLRenderer#autoClearDepth autoClearDepth}
-   * properties to false. To forcibly clear one ore more buffers call {@link WebGLRenderer#clear .clear}.
-   */
+	 * Render a scene using a camera.
+	 * The render is done to a previously specified {@link WebGLRenderTarget#renderTarget .renderTarget} set by calling
+	 * {@link WebGLRenderer#setRenderTarget .setRenderTarget} or to the canvas as usual.
+	 *
+	 * By default render buffers are cleared before rendering but you can prevent this by setting the property
+	 * {@link WebGLRenderer#autoClear autoClear} to false. If you want to prevent only certain buffers being cleared
+	 * you can set either the {@link WebGLRenderer#autoClearColor autoClearColor},
+	 * {@link WebGLRenderer#autoClearStencil autoClearStencil} or {@link WebGLRenderer#autoClearDepth autoClearDepth}
+	 * properties to false. To forcibly clear one ore more buffers call {@link WebGLRenderer#clear .clear}.
+	 */
 	render(
 	render(
 		scene: Scene,
 		scene: Scene,
 		camera: Camera
 		camera: Camera
@@ -365,22 +365,22 @@ export class WebGLRenderer implements Renderer {
 	getActiveMipMapLevel(): number;
 	getActiveMipMapLevel(): number;
 
 
 	/**
 	/**
-   * Returns the current render target. If no render target is set, null is returned.
-   */
+	 * Returns the current render target. If no render target is set, null is returned.
+	 */
 	getRenderTarget(): RenderTarget | null;
 	getRenderTarget(): RenderTarget | null;
 
 
 	/**
 	/**
-   * @deprecated Use {@link WebGLRenderer#getRenderTarget .getRenderTarget()} instead.
-   */
+	 * @deprecated Use {@link WebGLRenderer#getRenderTarget .getRenderTarget()} instead.
+	 */
 	getCurrentRenderTarget(): RenderTarget | null;
 	getCurrentRenderTarget(): RenderTarget | null;
 
 
 	/**
 	/**
-   * Sets the active render target.
-   *
-   * @param renderTarget The {@link WebGLRenderTarget renderTarget} that needs to be activated. When `null` is given, the canvas is set as the active render target instead.
+	 * Sets the active render target.
+	 *
+	 * @param renderTarget The {@link WebGLRenderTarget renderTarget} that needs to be activated. When `null` is given, the canvas is set as the active render target instead.
 	 * @param activeCubeFace Specifies the active cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) of {@link WebGLRenderTargetCube}.
 	 * @param activeCubeFace Specifies the active cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) of {@link WebGLRenderTargetCube}.
 	 * @param activeMipMapLevel Specifies the active mipmap level.
 	 * @param activeMipMapLevel Specifies the active mipmap level.
-   */
+	 */
 	setRenderTarget( renderTarget: RenderTarget | null, activeCubeFace?: number, activeMipMapLevel?: number ): void;
 	setRenderTarget( renderTarget: RenderTarget | null, activeCubeFace?: number, activeMipMapLevel?: number ): void;
 
 
 	readRenderTargetPixels(
 	readRenderTargetPixels(
@@ -394,68 +394,68 @@ export class WebGLRenderer implements Renderer {
 	): void;
 	): void;
 
 
 	/**
 	/**
-   * @deprecated
-   */
+	 * @deprecated
+	 */
 	gammaFactor: number;
 	gammaFactor: number;
 
 
 	/**
 	/**
-   * @deprecated Use {@link WebGLShadowMap#enabled .shadowMap.enabled} instead.
-   */
+	 * @deprecated Use {@link WebGLShadowMap#enabled .shadowMap.enabled} instead.
+	 */
 	shadowMapEnabled: boolean;
 	shadowMapEnabled: boolean;
 
 
 	/**
 	/**
-   * @deprecated Use {@link WebGLShadowMap#type .shadowMap.type} instead.
-   */
+	 * @deprecated Use {@link WebGLShadowMap#type .shadowMap.type} instead.
+	 */
 	shadowMapType: ShadowMapType;
 	shadowMapType: ShadowMapType;
 
 
 	/**
 	/**
-   * @deprecated Use {@link WebGLShadowMap#cullFace .shadowMap.cullFace} instead.
-   */
+	 * @deprecated Use {@link WebGLShadowMap#cullFace .shadowMap.cullFace} instead.
+	 */
 	shadowMapCullFace: CullFace;
 	shadowMapCullFace: CullFace;
 
 
 	/**
 	/**
-   * @deprecated Use {@link WebGLExtensions#get .extensions.get( 'OES_texture_float' )} instead.
-   */
+	 * @deprecated Use {@link WebGLExtensions#get .extensions.get( 'OES_texture_float' )} instead.
+	 */
 	supportsFloatTextures(): any;
 	supportsFloatTextures(): any;
 
 
 	/**
 	/**
-   * @deprecated Use {@link WebGLExtensions#get .extensions.get( 'OES_texture_half_float' )} instead.
-   */
+	 * @deprecated Use {@link WebGLExtensions#get .extensions.get( 'OES_texture_half_float' )} instead.
+	 */
 	supportsHalfFloatTextures(): any;
 	supportsHalfFloatTextures(): any;
 
 
 	/**
 	/**
-   * @deprecated Use {@link WebGLExtensions#get .extensions.get( 'OES_standard_derivatives' )} instead.
-   */
+	 * @deprecated Use {@link WebGLExtensions#get .extensions.get( 'OES_standard_derivatives' )} instead.
+	 */
 	supportsStandardDerivatives(): any;
 	supportsStandardDerivatives(): any;
 
 
 	/**
 	/**
-   * @deprecated Use {@link WebGLExtensions#get .extensions.get( 'WEBGL_compressed_texture_s3tc' )} instead.
-   */
+	 * @deprecated Use {@link WebGLExtensions#get .extensions.get( 'WEBGL_compressed_texture_s3tc' )} instead.
+	 */
 	supportsCompressedTextureS3TC(): any;
 	supportsCompressedTextureS3TC(): any;
 
 
 	/**
 	/**
-   * @deprecated Use {@link WebGLExtensions#get .extensions.get( 'WEBGL_compressed_texture_pvrtc' )} instead.
-   */
+	 * @deprecated Use {@link WebGLExtensions#get .extensions.get( 'WEBGL_compressed_texture_pvrtc' )} instead.
+	 */
 	supportsCompressedTexturePVRTC(): any;
 	supportsCompressedTexturePVRTC(): any;
 
 
 	/**
 	/**
-   * @deprecated Use {@link WebGLExtensions#get .extensions.get( 'EXT_blend_minmax' )} instead.
-   */
+	 * @deprecated Use {@link WebGLExtensions#get .extensions.get( 'EXT_blend_minmax' )} instead.
+	 */
 	supportsBlendMinMax(): any;
 	supportsBlendMinMax(): any;
 
 
 	/**
 	/**
-   * @deprecated Use {@link WebGLCapabilities#vertexTextures .capabilities.vertexTextures} instead.
-   */
+	 * @deprecated Use {@link WebGLCapabilities#vertexTextures .capabilities.vertexTextures} instead.
+	 */
 	supportsVertexTextures(): any;
 	supportsVertexTextures(): any;
 
 
 	/**
 	/**
-   * @deprecated Use {@link WebGLExtensions#get .extensions.get( 'ANGLE_instanced_arrays' )} instead.
-   */
+	 * @deprecated Use {@link WebGLExtensions#get .extensions.get( 'ANGLE_instanced_arrays' )} instead.
+	 */
 	supportsInstancedArrays(): any;
 	supportsInstancedArrays(): any;
 
 
 	/**
 	/**
-   * @deprecated Use {@link WebGLRenderer#setScissorTest .setScissorTest()} instead.
-   */
+	 * @deprecated Use {@link WebGLRenderer#setScissorTest .setScissorTest()} instead.
+	 */
 	enableScissorTest( boolean: any ): any;
 	enableScissorTest( boolean: any ): any;
 
 
 }
 }

+ 4 - 4
src/renderers/webgl/WebGLProgram.d.ts

@@ -26,12 +26,12 @@ export class WebGLProgram {
 	vertexShader: WebGLShader;
 	vertexShader: WebGLShader;
 	fragmentShader: WebGLShader;
 	fragmentShader: WebGLShader;
 	/**
 	/**
-   * @deprecated Use {@link WebGLProgram#getUniforms getUniforms()} instead.
-   */
+	 * @deprecated Use {@link WebGLProgram#getUniforms getUniforms()} instead.
+	 */
 	uniforms: any;
 	uniforms: any;
 	/**
 	/**
-   * @deprecated Use {@link WebGLProgram#getAttributes getAttributes()} instead.
-   */
+	 * @deprecated Use {@link WebGLProgram#getAttributes getAttributes()} instead.
+	 */
 	attributes: any;
 	attributes: any;
 
 
 	getUniforms(): WebGLUniforms;
 	getUniforms(): WebGLUniforms;

+ 2 - 2
src/renderers/webgl/WebGLShadowMap.d.ts

@@ -20,8 +20,8 @@ export class WebGLShadowMap {
 	render( scene: Scene, camera: Camera ): void;
 	render( scene: Scene, camera: Camera ): void;
 
 
 	/**
 	/**
-   * @deprecated Use {@link WebGLShadowMap#renderReverseSided .shadowMap.renderReverseSided} instead.
-   */
+	 * @deprecated Use {@link WebGLShadowMap#renderReverseSided .shadowMap.renderReverseSided} instead.
+	 */
 	cullFace: any;
 	cullFace: any;
 
 
 }
 }

+ 7 - 7
src/scenes/Fog.d.ts

@@ -17,19 +17,19 @@ export class Fog implements IFog {
 	name: string;
 	name: string;
 
 
 	/**
 	/**
-   * Fog color.
-   */
+	 * Fog color.
+	 */
 	color: Color;
 	color: Color;
 
 
 	/**
 	/**
-   * The minimum distance to start applying fog. Objects that are less than 'near' units from the active camera won't be affected by fog.
-   */
+	 * The minimum distance to start applying fog. Objects that are less than 'near' units from the active camera won't be affected by fog.
+	 */
 	near: number;
 	near: number;
 
 
 	/**
 	/**
-   * The maximum distance at which fog stops being calculated and applied. Objects that are more than 'far' units away from the active camera won't be affected by fog.
-   * Default is 1000.
-   */
+	 * The maximum distance at which fog stops being calculated and applied. Objects that are more than 'far' units away from the active camera won't be affected by fog.
+	 * Default is 1000.
+	 */
 	far: number;
 	far: number;
 
 
 	clone(): this;
 	clone(): this;

+ 3 - 3
src/scenes/FogExp2.d.ts

@@ -11,9 +11,9 @@ export class FogExp2 implements IFog {
 	color: Color;
 	color: Color;
 
 
 	/**
 	/**
-   * Defines how fast the fog will grow dense.
-   * Default is 0.00025.
-   */
+	 * Defines how fast the fog will grow dense.
+	 * Default is 0.00025.
+	 */
 	density: number;
 	density: number;
 
 
 	clone(): this;
 	clone(): this;

+ 4 - 4
src/scenes/Scene.d.ts

@@ -15,13 +15,13 @@ export class Scene extends Object3D {
 	type: 'Scene';
 	type: 'Scene';
 
 
 	/**
 	/**
-   * A fog instance defining the type of fog that affects everything rendered in the scene. Default is null.
-   */
+	 * A fog instance defining the type of fog that affects everything rendered in the scene. Default is null.
+	 */
 	fog: IFog | null;
 	fog: IFog | null;
 
 
 	/**
 	/**
-   * If not null, it will force everything in the scene to be rendered with that material. Default is null.
-   */
+	 * If not null, it will force everything in the scene to be rendered with that material. Default is null.
+	 */
 	overrideMaterial: Material | null;
 	overrideMaterial: Material | null;
 	autoUpdate: boolean;
 	autoUpdate: boolean;
 	background: null | Color | Texture;
 	background: null | Color | Texture;